I think all the birds in the game need a review of their animations and flight patterns, so I'm proposing some ideas and I hope this change I'm requesting will be made, and I'm sure I'm not the only one.
Waterfowl
- The first thing is that both ducks and geese fly at different altitudes while traveling:
- The maximum height will be 70 m above ground level, the intermediate height will be 50 m above ground level.
- Then the flock of ducks or geese will always travel together and side by side, both when traveling and when settling down.
- The height at which the goose or duck species fly will not be predetermined; you may find wigeons at 50m, geese at 50m, or teals at 70m. The height at which each flock flies will be random.
- Then the landing method:
- When they land there will be 2 types, if they are at 70m they will make a long turn towards the place where they land or if they are at 50m they will dive to the place but skirting the landing zone.
- When they flee, they will do so gradually, not so vertically.
Upland Birds
- The first thing is its method of takeoff:
- When taking flight, it should be faster and not rise in two steps, but more fluidly and straight diagonally.
- Then the speed of flight:
- The speed of flight should be different depending on the type of species; quails should fly quite fast, pheasants should fly faster but slower than quails, and the same applies to ptarmigans.
- Then the landing:
- The landing should be straight and smooth rather than almost vertical.
- Finally, the death animation:
- Instead of dying almost at the point of impact, it should die following the trajectory it was on, just as happens with aquatic birds.
This idea for improving the birds was based on my hunting experience and comparing the birds in COTW with the new game BULT. I find it incredible that there are more "realistic" bird physics and animations in a game made by four people than in COTW itself.