Looking at the huge pile of tangled cables on 0:45 - *"Yeah..."* I felt that. A very cool little "dev diary" video, close to what Ninja Theory were making when developing Hellblade. I'd really love to see more of these, because for me Witchfire is one of the most anticipated FPS games since DooM Eternal.
Yeah I liked Doom Eternal so much and Witchfire seems similar to Destiny 2 in gunplay way and I like it bcs Destiny 2 have the best shooting so I can't wait to play this game
This was an awesome in depth look. And great to know. Surprisingly I wasnt taught anything like this when I went to college for game design so this is a great look inside the inner workings.
@The Astronauts You Guys have been incommunicado for far too long! (With your noses to the grindstone, no doubt) Thanks for breaking radio silence to show us a snippet of the game, we can’t wait to see more!
Very Eager and excited to play your Game (was psyched since 2017)... It even gives off vibes of darkwatch and painkiller! All the best for this project!
I appreciate the effort you guys are putting into the game. Such little details actually make a huge difference in the experience of the game. Keep up the good work. And stay safe!
Dont forget the worldwide fans: expectativa nas alturas por esse jogo! Abraços e continuem o bom trabalho! (Hype on the maximum level! Greetings and keep the good work!)
wow I never thought of mocaping first person animations, optic mocap looks really clean aswell, have you ever tried Xsens ? it works pretty ok, and you don't have to setup all these cameras. results are less clean than this, but if you calibrate the suit right, you can get pretty cool results. really looking forward to this game, it looks cool :)
I've taken interest in Xsens MVN but it seems that you must complete a form to know the price. Are you willing to tell me the price range for it? Can it be imported in Blender? Thank you in advance!
@@costinnitu3813 from What I know it's about 2000$ for the suit and hardware and you have to get a licence as well, but I think the prince of the software license is dependent on the size of your company or something like that... We use MOBU with it and we export fbx files with the MVN software. As for compatibility I never used blender and never tried to export animations from MVN in a different file format from .fbx, but if I get any info on that, I'll be sure to edit the comment :)
I'm just hoping this game has a limited arsenal of fleshed out guns, possibly with upgrades, and not a bazillion guns that look slightly differently and have bigger numbers.
Every video I see on this project makes me want it more! Please tell me this project is still going? Everything about it looks amazing, and I'm so burnt on Destiny 2 that I would happily switch to something like this!
Nvm, just found the devlogs and now I'm more interested than ever. Good luck devs! You will have one eager customer waiting in the wings for when you've got that layer of finish shining just right :)
Curiosity: why not combine the rear switch with both the mag release aswel as the charging handle? Maybe with a manual rotate back function to load the first round..
Really great that you guys share that kind of stuff, I have an off topic question but does this game will be a "bullet hell" or does the player can have some stealthy / strategic approach to conflict
normal animator : keyframes the thing Kubold: sets up mocap studio in garage, makes a fancy prop, records and then MoBus the shit out of it well, I know which method is more fun :)
Besides Reloading animations, don't forget to make the guns work "properly". For example, the hammer of the revolver must be released and cocked every time you pull the trigger. I wish you the best of all luck on your project. I am sure this game will come out greatly!
The design of the gun is just epic! :3 Also I'd like to be allowed to change crosshair position to center in this game uhh I'd like to buy this game anyway, but the lowered crosshair is not a really good feature
It's already confirmed that it can be changed in the settings. And Adrian even explained his rationale for a lowered reticle - it helps with peripheral vision. Search the official blog for more details.
I really like games like that, especially "Bullet Storm" and "Painkiller". This game needs a coop mode and an option to disable the floating damage numbers.
I was going to say isnt mocapping for FPS just more unnecedary work when you can have it all keyframed but then I think you use the whole thirs person model as the gun viewmodel aswell?
Is first person realy practical for a souls like game? I played remnant from the ashes, Dark Souls I / III and other souls like and I wonder if we won't have trouble to appreciate the distances and dodge correctly.
Hey man, I would honestly just hand animate it, it seems like this is somewhat overkill? I would also animate it with keyframes because how do you time the action? I mean the reload time is defined by what works in regards to the gameplay. Do you just scale the animation after? Or what?
I hope you read this comment. First I want to thank you for the awesome video. I've never seen this kind of mo-cap before. Very nice! Secondly I'd like to say that I love the design choice you made with scopes and reflex sights on guns. You have not added 'Aim Zoom' when aiming down the sights. This is amazing. Humans don't have telescopic or 'robotic' eyes that 'zoom in' when aiming down or when focusing in on an object. This is a mistake a lot of games does these days. I hope Witchfire will stay true to immersive experience. Unfortunately I've seen 'aim Zoom' on pistols and I sincerely hope you will not be adding it to the final product. Please, let this game be truly immersive.
"Figure out what they had in mind"? Do you guys not have keyboards to leave notes on the designs? But the animation looks great, gotta admit. As for the weight - was hammer really the indispensable part that had to be taped to the muzzle?
maybe for extra weight so his movements would be naturally slower to look like hes handling a cumbersome weapon, which that weapon in game looks pretty cumbersome
The model of this weapon is one of the reasons I'm expecting this game, but I've never seen it in any official playthrough and I'm checking the web frequently to find any weapon designs for this game. What's happening?
i see that there is lots of polygons on the weapon, is this the correct amount of polygones for a game weapon? i know that this is the main thing the player is going to see but it seems really heavy no?
Bro.. why are you mocaping somthing, that easily keyframed? I mean keyframe it now, then add mocap touchups later? its not like youll be releasing anytime soon.
Looks fantastic. I can’t decide what do I want from this game. Do I want more hectic combat or do I want rather slow combat and more direction on emphasis. Either way will probably be fine but it still has me a little concerned. I would rather have enemies who all have a specific purpose and slower, more thought out fights than just a bunch of enemies spawn now go attack them. You should check out Doom Eternal. It has in my oppinion one of the best combat systems ever. Even though it doesn’t %100 apply here it may be a great source of inspiration. Like I said before, either direction of the game would be cool but I feel like with this kind of game the fast destiny/boomer shooter style combat would be big f u to the atmosphere (not saying the combat is bad, just that it may not take full advantage of the theme and atmosphere).
Very interesting video. This game looks fuckin' cool but I hope there will be options to toggle some HUD elements, like the enemy health bars, the damage numbers and the hit marker. We want a fast FPS like Painkiller, NecroVision or Shadow Warrior 2013, not a boring looter FPS like Destiny or Borderlands...
Make sure to smack it so it KNOWS it has to be a good gun and reload
the should make a gun that takes the ol hk slap for extra points
You need the 'Heckled and Koched' perk for that.
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This game keeps looking better and better. Looking forward to playing it!
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It is time !
Seeing Kubold set up a mini motion capture studio in his garage makes me want to experiment with motion capture as well.... he make it look so fun!
Except for the nightmare of wires lmao
Looking at the huge pile of tangled cables on 0:45 - *"Yeah..."*
I felt that.
A very cool little "dev diary" video, close to what Ninja Theory were making when developing Hellblade. I'd really love to see more of these, because for me Witchfire is one of the most anticipated FPS games since DooM Eternal.
Yeah I liked Doom Eternal so much and Witchfire seems similar to Destiny 2 in gunplay way and I like it bcs Destiny 2 have the best shooting so I can't wait to play this game
This was an awesome in depth look. And great to know. Surprisingly I wasnt taught anything like this when I went to college for game design so this is a great look inside the inner workings.
"Surprisingly I wasn't taught in college". That's a sentence I'm sure I'll *never* see uttered again
@The Astronauts You Guys have been incommunicado for far too long! (With your noses to the grindstone, no doubt) Thanks for breaking radio silence to show us a snippet of the game, we can’t wait to see more!
Very Eager and excited to play your Game (was psyched since 2017)... It even gives off vibes of darkwatch and painkiller!
All the best for this project!
This is what I call being passionate about your work!
I don't even like FPS games, but Witchfire looks great! Can't wait to play it!
It looks aesthetically pleasing
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This is super interesting and fun to watch. With the quality standard you strive for the game is gonna be amazing
Thanks for the update. I'm glad to see your determination.
I never thought about how motion capture would be done for guns that fire/reload in more unique ways than real life
I appreciate the effort you guys are putting into the game. Such little details actually make a huge difference in the experience of the game. Keep up the good work. And stay safe!
what a sublime way to give insight on the bts of game making... great video sir
Thank you for your hard work during these trying times.
Hell yes this awesome game is still alive!! I looooove the idea and the game looks lovely dark and smooth. I hope we'll more WIP videos 👍😍
Can't wait to get my hands on this game. Nice work!
That is bloody awesome.
KEEP IT UP!! AND STAY MOTIVATED!!
Looks great!! Keep up the good work! Looking forward playing it!
Wow,this is so interessing.
I love the back stages
O, to znowu pracowaliśmy przy tej samej grze (udzieliłam się głosowo w soundtracku). :)
Can't wait to put my hands on this game! :D
Dont forget the worldwide fans: expectativa nas alturas por esse jogo! Abraços e continuem o bom trabalho!
(Hype on the maximum level! Greetings and keep the good work!)
XB1 digital preorder soon
The art style is so I'm freaking cool!
This is gorgeous
Man this seems like a great game to play with friends, hope its co-op
Awesome!
Agreed now I wait only Witchfire from games
nice to see other people also make sounds when reloading fake guns
Nareszcie coś nowego. A sama pukawka pewnie poświęcona przez samego Papierza XD
Real indiework right there and I love it 🙂
I was super worried that this game just fell into vaporware.
wow I never thought of mocaping first person animations, optic mocap looks really clean aswell, have you ever tried Xsens ? it works pretty ok, and you don't have to setup all these cameras.
results are less clean than this, but if you calibrate the suit right, you can get pretty cool results. really looking forward to this game, it looks cool :)
I've taken interest in Xsens MVN but it seems that you must complete a form to know the price. Are you willing to tell me the price range for it? Can it be imported in Blender? Thank you in advance!
@@costinnitu3813 from What I know it's about 2000$ for the suit and hardware and you have to get a licence as well, but I think the prince of the software license is dependent on the size of your company or something like that...
We use MOBU with it and we export fbx files with the MVN software.
As for compatibility I never used blender and never tried to export animations from MVN in a different file format from .fbx, but if I get any info on that, I'll be sure to edit the comment :)
super
What 3D software is he using at 1:10?
I'm just hoping this game has a limited arsenal of fleshed out guns, possibly with upgrades, and not a bazillion guns that look slightly differently and have bigger numbers.
Every video I see on this project makes me want it more! Please tell me this project is still going? Everything about it looks amazing, and I'm so burnt on Destiny 2 that I would happily switch to something like this!
Nvm, just found the devlogs and now I'm more interested than ever. Good luck devs! You will have one eager customer waiting in the wings for when you've got that layer of finish shining just right :)
nice work sir
Thank you to all dev team! Despite of corona pandemic, they are making this game to show us good game!
Just found out about this game. You guys are great, keep it up!
Curiosity: why not combine the rear switch with both the mag release aswel as the charging handle? Maybe with a manual rotate back function to load the first round..
Any updates? Been excited for this since 2017....
Really great that you guys share that kind of stuff, I have an off topic question but does this game will be a "bullet hell" or does the player can have some stealthy / strategic approach to conflict
Oi, eu tô amando esse jogo mau posso esperar para ele ser lançado, mas ele vai ter dublagem em português brasileiro?
You should make more videos like this
normal animator : keyframes the thing
Kubold: sets up mocap studio in garage, makes a fancy prop, records and then MoBus the shit out of it
well, I know which method is more fun :)
Besides Reloading animations, don't forget to make the guns work "properly". For example, the hammer of the revolver must be released and cocked every time you pull the trigger.
I wish you the best of all luck on your project. I am sure this game will come out greatly!
The design of the gun is just epic! :3
Also I'd like to be allowed to change crosshair position to center in this game uhh
I'd like to buy this game anyway, but the lowered crosshair is not a really good feature
It's already confirmed that it can be changed in the settings. And Adrian even explained his rationale for a lowered reticle - it helps with peripheral vision. Search the official blog for more details.
Will there be VR? Even just using the gamepad to aim in the direction of view.
I really like games like that, especially "Bullet Storm" and "Painkiller". This game needs a coop mode and an option to disable the floating damage numbers.
This video is beautiful
Great work Guys please public a new Gameplay Thx
Can we get more of videos like this
I was going to say isnt mocapping for FPS just more unnecedary work when you can have it all keyframed but then I think you use the whole thirs person model as the gun viewmodel aswell?
see you in 5 years when its done
Any news from 2021?
Is first person realy practical for a souls like game?
I played remnant from the ashes, Dark Souls I / III and other souls like and I wonder if we won't have trouble to appreciate the distances and dodge correctly.
Więcej takich materiałów proszę Panowie!😉👍
Hey man, I would honestly just hand animate it, it seems like this is somewhat overkill? I would also animate it with keyframes because how do you time the action? I mean the reload time is defined by what works in regards to the gameplay. Do you just scale the animation after? Or what?
You can see in the last seconds that the animation is a little faster in game.
Nah, nothing beats motion capture for animation today.
@@Maver1ck101 I would say it really depends on the art style of the game.
Ta gra zapowiada się świetnie! Ale niecierpię, jak w sesjach motion capture małpuje się ruchy tworzone przez ręczną animację.
The Astronauts Dodajcie kołkownice jak w painkillerze, bo lepszej broni z możliwością przybijania wrogów do ścian i sufitu w grach nie widziałem :)
I hope you read this comment. First I want to thank you for the awesome video. I've never seen this kind of mo-cap before. Very nice! Secondly I'd like to say that I love the design choice you made with scopes and reflex sights on guns. You have not added 'Aim Zoom' when aiming down the sights. This is amazing. Humans don't have telescopic or 'robotic' eyes that 'zoom in' when aiming down or when focusing in on an object. This is a mistake a lot of games does these days. I hope Witchfire will stay true to immersive experience. Unfortunately I've seen 'aim Zoom' on pistols and I sincerely hope you will not be adding it to the final product. Please, let this game be truly immersive.
Maaaan that was awesome
Jezuuu jak ja czekam na tę grę...
Hey so many of us are hyped and telling everyone about this game for years now so is it still happening? Just please give us an update.
"Figure out what they had in mind"? Do you guys not have keyboards to leave notes on the designs?
But the animation looks great, gotta admit. As for the weight - was hammer really the indispensable part that had to be taped to the muzzle?
maybe for extra weight so his movements would be naturally slower to look like hes handling a cumbersome weapon, which that weapon in game looks pretty cumbersome
The model of this weapon is one of the reasons I'm expecting this game, but I've never seen it in any official playthrough and I'm checking the web frequently to find any weapon designs for this game. What's happening?
please give us some news about the project, really want to play to this game, as soon as possible.
This looks so good! Can’t wait for this game
Great animation and the gun looks great, I hope that this game is more painkiller then destiny
If this quality can be achieved in a garage then what are those AAA studios doing with millions in budget 😳
this is awesome!
Are you still working on this jewel? :)
So if theres cristian crosses does tha mean the setting is an alternate earth?
awesome
I would like it not only to shoot from firearms, but also to use melee weapons and use blocks as in the game Warhammer Vermintide 2.
i see that there is lots of polygons on the weapon, is this the correct amount of polygones for a game weapon? i know that this is the main thing the player is going to see but it seems really heavy no?
Any news?
Please. We need an update of this awesome game
Bro.. why are you mocaping somthing, that easily keyframed? I mean keyframe it now, then add mocap touchups later? its not like youll be releasing anytime soon.
very cool, the finger animation I think it will takes a long time
No one developer team gives updates on his new game so frequently
why though, why does it need reload animations? painkiller didn't need reload animations
Yeah! :)
This looks like fantasy doom
Sooo... Hexen?
Which fire?
no
as much as i cant wait to play, please continue to not cut corners and focus on quality as i know u guys will :)
Nice! Where there's a will, there's a way!
*keep you waiting huh?*
This game is fkin' hard but I love it.
Zajebiste:)
Looks fantastic. I can’t decide what do I want from this game. Do I want more hectic combat or do I want rather slow combat and more direction on emphasis. Either way will probably be fine but it still has me a little concerned. I would rather have enemies who all have a specific purpose and slower, more thought out fights than just a bunch of enemies spawn now go attack them. You should check out Doom Eternal. It has in my oppinion one of the best combat systems ever. Even though it doesn’t %100 apply here it may be a great source of inspiration.
Like I said before, either direction of the game would be cool but I feel like with this kind of game the fast destiny/boomer shooter style combat would be big f u to the atmosphere (not saying the combat is bad, just that it may not take full advantage of the theme and atmosphere).
When will it comes out? I really need a new game and this one is very interesting! At any prices i would buy it to support!
Very interesting video. This game looks fuckin' cool but I hope there will be options to toggle some HUD elements, like the enemy health bars, the damage numbers and the hit marker. We want a fast FPS like Painkiller, NecroVision or Shadow Warrior 2013, not a boring looter FPS like Destiny or Borderlands...
Funny how the only visible part (the Hands) was still mostly hand-animated. :D
When will be Official Release Date of Witchfire? Still waiting
Lord Starkiller when its ready
it is good to keep people drooling, but once it's dry, then the former marketing effort is pretty pointless
R.I.P.?
нихуя сколько там полигонов на пушке)))))