Big Game Project: Post 4

Week 6 was not so productive on my end so this post will be somewhat short in comparison with the others. What I did this week was some modifications to the attack animations, but for the most part I was waiting for the others to finish the skinning of our second character. Skinning is the process where you set how much pull each bone has on the different parts of the mesh (the different parts of the character in this case).

 

 

Dyrkare_attack1_v2.gifDyrkare_attack1.gif

Here is a side by side comparison of the new (left) and the old (right) attack animation. The reason for this change was because the earlier version didn’t portray what the attack is ment to do mechanically. Mechanically the attack should reach two tiles ahead of him whereas his previous animation only covered one tile. So in order to better portray this it was changed so that he takes a step forward as he is attacking.

 

 

Dyrkare_attack2_v2.gifDyrkare_attack2.gif

For the same reason as the previous attack, changes were made to its second attack, the sweep, but in this case his step forward was removed so that his attack would only cover the tiles directly infront of him.

And that’s all I have to show for this week.

About Anders Schultheiss

2014  Graphics