410 week 3

This week our team finished up all of our concept art for the game characters, enemies, and NPCs. We prototyped different movement methods in Unity and worked on enemy AI and path-finding. There was also progress made in getting the player to change states with a different set of sprite animations for each state. We wrote the Game Design Document with all of the images and diagrams required and then put that information into the presentation slides. I helped edit and rewrite information from the older document into the GDD.

Using the basic enemy Thrall model made last week, I made all of the sprite image sequences for all of the animations that the Trall could do in both its normal and player possessed states. This included walking, jumping, dying, attacking, and getting possessed. With a left and right version for each and variations depending on whether or not it was holding the sword.

For each animation I had to consider what animations could come before and after it and make sure that transitions between animations weren't too snappy and jarring for the player to look at. For example the thrall death animation end frame is the same pose as the resurrect/possess animation start frame because those animations always happen on that order. On the other hand the starting pose of the death animation is a knockback pose that isn't similar to any of the other poses because it will make transitioning to that animation on death seem more quick and impactful, as if the character has just received a strong attack. Possessed enemies lose the player sword on death because the sword becomes its own sprite controlled by the player whenever it loses its body.




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