Desolate Echo – Week 6
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This week I worked on some animations for the Spyderling – one of the enemies in the game – and specifically on its death animation. I am really satisfied with the result. ![]() ![]()
When we first conceptualized the spyderlings, we envisioned them to be either creatures made up in part of crystals or to be creatures that had crystals growing on/into them. So, this one was tough to make, I began by taking the image of an idle spyderling and making a few frames where the eyes start to glow brighter and brighter, I then proceeded to take the image and chop it up into a number of pieces. Next I painstakingly moved, rotated and cleaned up each piece (because of pixel distortion when rotating) and made sure that the movement of each piece followed the acceleration and deceleration of the explosive force. The explosive force that detonates the spyderling upon death was made by filling in the gaps when the spyderling first is starting to go apart with a purple-tinted white, culminating in one frame of a large explosion with long streaks of light. The blood effect was achieved by filling out the space between detached limbs and other body parts with the green blood you see in the animation above. So, imagine now a player facing off against a group of between 10 and 30 of these things, fast and deadly but relatively weak. The player will take one out with one or two shots, resulting in a satisfying pop and a splatter of gore. When the dust settles there will be a field of blood and body parts strewn around (and hopefully the sprites won’t look all too plastered on top of one another), and the player might have some scrapes but hopefully they will still be flying, still searching the dark. (Note: While I do enjoy gratuitous violence in video games, movies and such, I want to be clear that I abhor violence in real life; it belongs in fiction and nowhere else) |

