Week two post
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This week, like the previous one, i spent a lot of time on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all directions. These spikes will do damage to all entities it comes into contact with, enemy and player alike. Basically the blowfish is a glorified red barrel. The design of this fish is pretty straight forward. I wanted to have it look a bit puffy to help the player realize which fish it represents in our game. While drawing the initial sketches i also made sure to draw the eyes bigger than i usually do. This because iv’e received the critique that the eyes on my fish usually are too small to be seen in the final game. So, like most enemies in our game (with a few exceptions), the blowfish will need a of three animations for the different states will be in. Firstly, there is the idle animation for when it’s simply swimming around, minding it’s own business and such. Then there is the attack animation, which is pretty self explanatory. Lastly, there is the death animation. The one iv’e been working on so far is the idle swim animation, as shown below. What is currently missing, other than a few touch ups on the line art, is firstly, the color (obviously) and secondly, more indications for the spikes. As of now, the only indication of the spikes are the small dots that you may or may not see in the front half of the fish. These might need to be made more visible. At first it was my intention to draw the actual spikes on the back of the fish instead of these dots. However, as it turns out animating around 20 spikes on a rotating body for 10 frames is quite time consuming (if you want the spikes to be twisting with the body in a believable way). So instead i changed the design somewhat as seen bellow. Instead of having the spikes being visible at all times, the blowfish will keep them inside it’s body until it’s about to attack. They will then slide out of the holes (dots) that replaced the spikes in the original design. I’m hoping that this will save valuable time. That about covers the extent of thought put into the blowfish so far. Though somewhat time consuming, like all animation usually is, it’s pretty straight forward and didn’t cause any major headaches. |

