Procedural Animation in Rain World

May 29, 2024

Lecture on Procedural Animation in Rain World

Introduction

  • Presented by July Awesome and James
  • Focuses on procedural animation in Rain World
  • Rain World: survival action platformer
    • Player as slug cat in large ecosystem
    • AI creatures have agency similar to the player
    • Creatures operate both on-screen and off-screen

Procedural Animation in Rain World

  • Non-traditional animation (not frame-by-frame or rig-based)
  • Interactive code determines visual movements
  • Example Creatures:
    • Vulture: A dual-mode creature, can climb and fly
    • Centipede: Bug-like, moves with inverse kinematics
    • Reindeer: Large and non-hostile, climbable
    • Worm Graft: Hostile but stationary
    • Lantern Life: Provides illumination in dark environments
    • Leviathan: Combines eel, centipede, whale, dangerous in water
    • Miros Birds: Noisy, half-mechanical, hunt in packs
    • Lizard: Common antagonist, various colors, cooperative
    • Scavenger: Highly intelligent, uses tools, similar to player in capability

Importance of Procedural Animation

  • Creates a large, natural, open world ecosystem
  • AI behavior is transparent to the player, enhancing immersion
  • Allows for visible cause and effect in creature behavior
  • Adds personality to AI creatures through dynamic reactions

Technique Overview

  • Separation of Physics and Cosmetics
    • Ensures performance and control
    • Simplified physics for off-screen behavior
    • Complex cosmetics for on-screen visuals
  • Pragmatism in Programming
    • Art-driven approach to programming
    • Focus on achieving desired visual outcomes over perfect implementation
    • Use of simple physics simulations to achieve complex visual effects

AI and Animation Integration

  • AI and Animation are merged
    • AI makes movement decisions (locomotion AI)
    • Example: Vulture's wing flap based on environment
  • Example Creature Creation: Daddy Longlegs
    • Uses pathfinding, simple stick-and-bead physics for tentacles
    • Decisions on where to grab and release for climbing
    • Gravity simulation based on the number of tentacle grips

Practical Advice

  • Encourages cross-disciplinary skills
    • Artists should learn programming
    • Programmers should understand art
    • Combined knowledge leads to better design solutions

Conclusion

  • Invites questions and further interaction
  • Emphasizes the value of home-brewed physics and broad platform reach for the game