Sephus Posted September 30 Share Posted September 30 After implementing the walking algorithm in Horizon, I decided to test it out and compare it to Hercules or eAthena style walking. The algorithms are very different. The positions of the characters, the timing of the walk, the update in sprite movement and the synchronization between the client and the server based on the walk time of the character are very important to understand because it affects the "feel" of the game. The actual texture of control on your hands while you click the mouse and initiate a walking sequence in the game actually matters and is a very important part of the gameplay. I can notice some key differences in the walking patterns on Horizon compared to Hercules - The walk in Horizon is smooth and softer than the walk in Hercules because of a few reasons. The direction of the character updates before the walk starts in Hercules, which is unnatural. Horizon makes the character move before changing its direction. The walking of the character in Horizon is similar to that of the characters in kRO, the camera panning is more smooth and because the direction updates after walk starts, not before. The character is guided by the mouse in the Horizon parts of the video, while the character in Hercules is made to "update" or feel more mechanical when walking. What can you notice about the walking in Horizon vs Hercules? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.