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Week 5 day before the Alpha presentation.
We had the play testing on Monday, 16-02-15, and it went great. We got lots of feedback from our play testers made up mostly by our classmates. Most of the feedback were on what was good and the rest of the feedback was on what we could make better. After hearing this feedback the group assembled and talked it trough what we should change and what we should ignore. Listing to all opinions of our play testers is impossible but taking them to mind in future decisions is key!
So to the point. My work for this week has been the walking animation for the top level of our game, above ground in other words. Here is the sketch for the animation. 
In the sketching stage of the work I make the line art then put it into a sprite sheet in Photoshop using guides by layout to align every sprite in the right position so that it does not jump around. Before continuing on the sprite I load up the sprite sheet in Unity3d a game engine that I am working in. This is to make sure everything looks alright and lines up fine. After that is done I take it back into flash and starts working on the colors. As I already have an established color scheme this is the fastest part about the work.

As you might see this is not a ordinary walking animation. As we made a design choice to step away from logic and bring in the fun in the game instead. So instead of the normal way for a mole to walk we chose to take a more seal like approach making the mole “slide” around instead. This was to make the player feel like he was not in the right element so to say. Think of it like a penguin. If it is in the water (in our case under ground) it will be fast and agile. But on land it would be slow and clumsy. This is what we wanted to mimic as it would make the player go under ground more often, hence expiring both of the game states that we have. (Above and under ground).
For next week I will work on establishing the gardener. And his Walking animation. Reason being that we need every character in the game represented for our alpha presentation.
About Emil Christenson
2014 Graphics
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