Monday 8 September 2014

I think I have enough.....

...Animation frames for the heroine now......  Maybe....... I'm at 4126 frames of animation for her now -_-;

What was going to be a simple short open ended platformer has become one pretty big and heavy character controller with many frames of animation.  I admit that I went a tad overboard.  But I wanted to explore how to program various moves.  I'm sure that there will be more than a couple of useless moves by the time I'm done.

So you may be thinking something like "you have over 4k frames of animation, so you must have like 100 moves right?"  Well, not really......







This is the first layer......

And these would be the 2nd (swappable) layer.....














I'm sure your dirty mind has already figured where I'm going with this.  There are actually more stages than this, but I didn't feel like posting a pic from each one.

So far I'm up to 5 attacks in the combo and a bunch of other actions for each side (most 2d platform games use one "side" and just flip the image).  So that is pretty much the reason why the heavy frame count.  There are some repeat loop frames that I could have discarded, but it would have taken more time and effort to configure in Unity, and since this is just a practice game I'm not worrying about optimizing its "weight".

This game will have high resolution sprites on a standard 512 X 512 "canvas". I'll admit It's kind of too big for what I have in mind.....  But it's always easier to scale down than up.



Now that I've finally more or less decided on a path for this game to take, I'm more confident that I won't be changing it's course at this point, so I'll give a summery of what I have planned.


-The game will be an action platformer with a clothing (or armor) destruction system.

-The armor will be the heroines health.  As well as the bosses.

-This will be manly a trash mob overrun type game, which will consist primarily of the skeleton I showed earlier.

-I'll use the same skeleton model for each of the trash mob, but will equip them differently and have them change attack patterns based on the equipment they have, to offer challenge and variety.

-Some mob's may pose a challenge and require you to think a little, but it will mostly be just mowing them down before too many gank you.

-I have plans for a mini boss half way though the stage, and a major boss at the end.

-Bosses will have set attack patterns and actually require some thought to beat.


That's pretty much it for a quick summery.

I originally wanted to make a full fledged eroge, but decided to just go along with my original thought and keep this one pretty tame, aside from the rampant nudity.  The space shooter was actually going to be a true eroge, but I shelved that project for the time being.

As for now, I'm going to take a break from trying to figure out how to script the last few actions I have to program and concentrate on some art resources.

Come to think of it, I still have to make a few other animations for the heroine, but I need to take a break from animating too.

That's it for now.

EDIT: I added a little more to the summery.

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