A blog: Part 3 – Revenge of the Blog

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So what have i been up to this week? Well, this monday team Dragon had a bit of a reality check meeting regarding how many characters we could realistically be done with for the beta. During this discussion a few points were made that shaped my work for this week, among which was a decision to unify the human enemy’s more instead of having a samurai and a line infantry soldier. Initially there was a bit of a communication error after that discussion, as i was under the impression that the melee version of the rifleman should use his rifle mounted bayonet as the weapon. But the decision was actually to use a cavalry sword instead, which was one that was made with distinction between characters in mind. The ranged version and the melee version would be far too similar if both use the rifle, so it just made more sense to develop the new enemy with a sword in mind.

 

This time i made the character with Anima2D in mind, if you do not know anything about it i suggest reading the previous blog. But essentially what that means is i created a “part sheet” of the character, which consists of its separate parts. These parts are then applied to the bones in unity as spritemeshes, and will move with the bones and contort when necessary. The eagle eyed will also note that this rifleman character is actually completely new, it is based on the original drawing in profile. The one that i made before i drew the pose that we are using for the ranged enemy.
The reason why i drew it in profile this time, is that while the ranged enemy looks really naturalistic thanks to its pose with the back turned to the player, it is not possible to make such a character do anything dramatic. The melee enemy, by necessity, needs to be able to run and perform agile combat actions. The ranged rifleman sprite, would be absolutely ridiculous to see doing anything like that. And one last thing, we chose to use a more modern western weapon (cavalry sword) to further enforce the “old vs new” feel.

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About Alexander Linde

2016 Graphics