I'm making a 3d character that emulates a sprite. The game as a whole emulates the feel of a classic RPG game.
Old games like Ultima Online, or Diablo...or similar late-90's generation...
For an average run sequence, they must have had general targets for "smoothness". I'm curious if there was an old industry standard of that time for "sprite frames for this action" in game design.
Example. A walk sequence in Diablo. How many frames would they have targeted in those years?
I'm looking for a general guideline to emulate "that cool 90's RPG". I'd love some advice.
If there was no such standard, and designers of old were as hacky as they tended to be, I'll also take a good educated opinion on the matter.