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I started working on the different animations for the game. I had to do about 21 animations combined for the player and the guard in MotionBuilder, so I got to work. But the animations did not need a lot of detail as the size of the screen and the distance camera distance made it hard to notice the details. I started by making the idle animation as it is the animation that all other animations will originate from. I also made sure to check with my team that the animation idle was ok before I started working on everything else. As changing the idle after would mean a lot of extra work. But over all the work went well I made sure to check with my team when I had done an animation to se what they felt about it. There was tow animations that I had to rework, the shuriken animation and the player game over animation.
The shuriken throw animation needed rework because at first the player was throwing it in a down swing motion witch did not work with the effect in Unity. In unity the shuriken is flying horizontally. I changed the shuriken throw so that the character swings his arm from his hip to the side allowing for a horizontally flying shuriken. The reason I did the up to down throwing motion in the first place was because I found some reference videos showing that that’s how you would throw it.
The other animation I needed to improve was the game over animation. It ended to sudden and the body needs more bounce when hit the ground. I did this by creating a frame where the hip went up after hitting the ground and when it would come back down the rest of the body would as well. And when the arms, legs and head hit the ground they bounced up as well and then down. This created a more natural feeling to the fall down (game over animation) and the other in the group liked it the improvement.
Saturday we had a special guest come by to see our game and give advice about the graphics in unity. It was really helpful as he told us how to fix the shadowing, the effects in unity and the animations. He made a good point when he said that animations in this game should be played fast as it is turned based game and having to watch animations is a dole thing to do. I had not thought about this but remember how I usually play civilization without the fighting animations.
Now over the past few weeks that I have been blogging our progress I have posted any pitchers of our work. So, you know better late than never.
The workspace

Our papper prototyp


About Viktor Bergman
viktor-bergman-game-design-at-uucg.blogspot.se
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