Anglerfish Movement and Attack Animations
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2017-02-23 On their descent into the depths, the player, BLUP and the Helper Robot will meet some friendly fishies, but will also run into some quite unpleasant marine predators. One of the slightly more hostile creatures is the Anglerfish.
The Anglerfish will be one of the three main enemy types that we plan to include in the game. He will lie in wait around certain parts of the level, and will start to follow the player at a creepy pace should they get too close. He will then keep lurking around the player, and if they stay still for too long too close to him he will bite!
Note the Stretch The animations were made using the same process as the two previous ones. I have now worked out my own pipeline for the animations and am able to create them at what I would consider a somewhat quick pace compared to when I made my first animation in the project. These two took me around six hours from start to finish, creation of the sprites that make up the different parts of the creature included. The idea was put on paper during the first couple of weeks of the project, and had only undergone some slight changes since then. Stylistic ChoicesAs I mentioned in a previous post when going over the design of BLUP, I am aiming to create a contrast between round, soft and comforting shapes in friendly areas and creatures and sharp, pointy and angular ones in hostile environments and enemies. As you can see in this early sketch page, I designated a triangular shape for each enemy, and tried to stay largely within the confines of that shape when thinking up the design:
What I then did when iterating upon the design was to further exaggerate the piontyness of the teeth and the angularity of the jaw.
In addition to the angular shape language, I also opted for an appearance more akin to that of the human skull, as the Anglerfish is meant to be like a creepy ghost that stalks the player in the darkness. It simply felt fitting to draw from that imagery which we are all so familiar with. In-game the only lit parts of the Anglerfish will be the hanging bait and the small friendly-looking fish which is meant to act as a decoy, to draw unaware and innocent prey closer. Of course, the player will know what the light is attached to soon enough, and they may very well recognise this scenario from Finding Nemo. The team still envisions that it will benefit the experience of our game, and that we can probably create some unique scenarios with this horrifying little deep-water monster. /Felix Wahlström Lead Artist of Team Rukh |


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