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Old 06-13-2006, 02:39 PM   #10
tysok
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Join Date: Aug 2003
Posts: 4,925
Quote:
Originally Posted by Twelvefield
I find that sometimes the key poses that are in my mind from reading the PbP do go way out of sequence -- the dreaded jump-cut -- and that breaks the reality of the scene. The solution in animation is "simplify and clarify". Sometimes the PbP is being asked to do too much with too little.
I agree. I've read through every line of the xml file, and it all looks fine taken independently. The problem comes into not really how it's called, but a mix of when it's called and the wide variation of what's there.
For instance, the line (if I remember correctly) that it's blasted to CF is a seperate line than the play where the fielder can catches it.
For instance, "blasted to deep CF" is one line.
The line "gets turned around and makes a shoe string catch" is another line in a different category. In that same category there might be a line that says "he races after it, dives and makes a great catch".
Obviously line 2 is the better one for that, and it could probably be fixed with conditions...

So the mix problem is that the game is calling incorrectly sometimes (for big power blasts perhaps too often), and then the pbp isn't set up exactly right for every possible outcome. I think there needs to be a much larger file, with a much wider use of conditions...... but I'm not exactly sure still how the conditions work exactly. However, in order to keep the pbp from being monotonous, this kind of situation is very understandable for now. There are at least 20 different ways of calling it, and is randomized so you'll most likely not see the same combination of calls, at least in one sitting. It's a major step forward IMO, and I believe it'll be a hard road but will get worked out.
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