So Riot? Any word on creating summon animations for Spawn/respawn?

  • Link to original thread:
    http://na.leagueoflegends.com/board/...light=summoned

    Riot Griftrix responded but most of his posts were non sequitur.
    His last post in the thread was:

    Quote:
    Originally Posted by Griftrix View Post
    I bet he does it while the game is loading and you can't see it.... Thanks for the info
    This is in response to finding out that Zombie brand only plays his respawn animation after dying, and not at the beginning of the game.
    Was this meant to hint at possible "spawn" animations for future champion content?
    Am I reading too much into things?
    Can I get a response from Griftrix or whoever about whether its in the agenda to implement "summon/spawn" animations?

    Summon/spawn animations would be a "intro" animation, similar to in Super Smash Bros, where the champions "come into the fields of justice" in their own particular fashion. For instance, rather than just 'already being part of the static environment,' a champion like Kayle might fly down from the heavens or something.
    These animations would be played at the start of the match, and each time the champion respawns.
    Some champions that already have respawn animations (for instance Thresh, Haunted Maokai, or Zombie Brand) I imagine could easily be fitted so that they play this animation at the start of the match.
    So imagine Zombie Brand, whose respawn animation is him crawling out of the ground - imagine having that animation play at the beginning of the game (showing him "entering" the fields of justice).

    Any information on whether this can become a reality would really put my soul to rest (on this topic)! Thank you.
  • Is the type of stuff that Thresh and Zombie Brand do what you're looking for? I can't tell you what the animation plans are for future champions. When there is a good opportunity to bring out more of the character of a champion with something like a recall or spawn animation, then the animators can do extra work and add something. It has to make sense for the character though.
  • Quote:
    Originally Posted by Pessimist View Post
    noo, we want "Summoned" animations, not respawn animations.

    kinda like in the dominion trailer you guys made but never officially released.
    Can you please explain the difference? Or do you just want it to be not exactly the same animation?
  • Quote:
    Originally Posted by Pawstruck View Post
    Zombie brand is best brand!

    Seriously though, this is a lot of animation work for something that, in the end, will only be noticed by the summoner playing the champion... I would probably be happier placing those resources elsewhere.
    I think you hit it on the head here. Even a spawn animation can have decreased player value if you are always immediately right clicking to move (and then run instead of spawn anim). This type of stuff is really at the discretion of the animator. I can promise you that they are making the animations to deliver the most value to you.
  • Quote:
    Originally Posted by Millouis View Post
    While on this topic... when dragon/baron spawn they should do something flashy and the announcer should call the objective. This way new players know that it is important to be ready for 'em and is also cooler.
    Instead of on spawn, I would change what you said to "the first time you see them after spawn". That way you don't miss it.
  • What if the dragon started flying in from a random edge of the map about a minute before he becomes attackable...
  • Quote:
    Originally Posted by AceAttorney72 View Post
    wat. If a giant dragon flew through my lane while I was focusing on farming, I'd probably flip out lol.
    I think you use "giant" too liberally. It's just a drake.
  • Quote:
    Originally Posted by Yohan Leafheart View Post
    Although good, this would give a heads up that the dragon spawned, removing the need to know the timer.

    Not good IMO.
    Why do you think needing to know the timer is a good thing? Do you think typing a time into chat, using an internet search to find the respawn timers of creeps, and knowing that the Z key (default bindings) shows lots of the chat log is a skill that should separate the lower and higher Elo players?

    Also, the mini map icon shows up WHEN it spawns (as long as you looked at the location some time after it died). So what's the big deal?
  • Quote:
    Originally Posted by Yohan Leafheart View Post
    A bit (mind you, I'm a mid Silver Player, so not elite at all). Dragon control is a big mechanic on the game, the knowledge of the spawn time is part of it. Even just the "check the pit to remove marker from minimap" is a nice trick to learn. Having a 1:00 heads up o the fact that drag is spawning would remove all of that. Sneak dragons would be gone, for one.
    Can we agree that what you are talking about is accessibility? Knowing the spawn timers (can be gotten through an easy internet search, and can be written on a piece of paper), and keeping track of when it will spawn (if you saw it die), can be done by typing a number in chat. I don't think typing and searching are pillars of skill that will define League of Legends as a top game in esports.
  • Quote:
    Originally Posted by Yohan Leafheart View Post
    WHEN, not 1 minute before. If the drake shadow would just seconds before the spawn, I don't think it would affect that much. But a 1minute forewarning to prepare for a possible dragon battle is what I think is too much
    The reason I'm going on about this is that I know a game that called out the spawn of an important thing. My old professor made a shooter game/engine/editor. You can check it out for free, it's called Sauerbraten(or cube 2). He's pretty bad with naming things.... Anyway, there is a damage pickup that gives you massive damage, and there's a health pickup that gives you a PERMANENT (persists through death) max health increase of 5. 1 minute before they spawn, he announces it to the entire map. The reason for this is, he wants there to be a fight around it, because it's a shooter, and fights are fun. It's more fun to have people fight over these pickups than have someone know the timer through internal circadian rhythm and just kill everyone else on the map. He lets the FPS parts of the game be the skill that makes some players better than others.

    If you already "know" when dragon is going to spawn, because you saw it die, then I don't see what the problem with adding some accessibility is.