Rough Stuff- Mace tests (Patreon)
Content
Been prepping a lot of animation. Drawing rough 'n dirty keyframes in pencil, then timing it out in Clipstudio where I can mess with adding in-betweens or editing frames that don't work well. Then, cleanup on a vector layer, and boom! We should be rolling.
Speaking of rolling...
These are the roughest of experiments- but give me guidance on timing and how many in-betweens a movement might need. Animating in a video game is a bit of a different ballgame, because anticipation and tension is a key animation principle, but a player firing off a movement needs it to be virtually instantaneous. The more anticipation, the more sluggish their play experience. So it's a game of judicious use of smear frames and other techniques to provide a responsive action, that still *looks* like it's using traditional animation principles.
I'm considering tweaking the line style on the run cleanup. Want to get my technique straight before I go nuts on the entire library of animation, wouldn't want to realize halfway through I need to redo half of it.
I'm tackling Mace solo because A) We haven't started recruiting animators yet, and B) When we bring in assistants, I'll to have a solid technique for them to replicate.
One character, in THIS game, is still a mountain of work. Gotta do:
Playable Mace Animation Library
Run
Run Turn
Run Stop
Jump / Fall / Land
Idle Still
Idle Out of Breath
CrouchCrawl / Sneak
Roll
Idle Attack 1 2 3
Crouch Attack
Running ATtack
Jumping Attack Neutral
Jumping Attack Down
Box Push
Item Carry
Item Throw
Ladder Climb
Rope Climb
Rope Swing
Ledge Grab Dangle Pullup
Teetering / Sliding
Struck
Knocked Down
Getting Up from Knocked Down
Killed
Treading Water
Surface Swim
Underwater Swim
It's a lotta work- but once done, we can start building some playtest modules for you. Pencils up!