Devlogs
Big Update Before Holiday, To Do List, Some Animations Progress
Hey everyone!
Today is the last day for me to post an update before getting into a very busy period of time; holidays! I won't be posting much during the next month or so, but I wanted to share my "To Do List" before Aria gets her complete sprites set done! Here is the progress of every animations:
DONE ( or close to done ):
- - Idle Animation
- - Walk Animation
- - Crouch Frame
- - Jump Animation
- - 3-step Attack Animation
- - Crouching Attack Animation
- - Upward Attack Animation
- - Special Ability Animation
- - Stage Finished Animation
- - Dash Animation
TO DO ( not even close to done ):
- - Airborne Attack Animation
- - Parry Animation
- - Getting Hit Animation (x4)
- - Getting Hit Airborne Animation
- - Getting Hit Crouch Animation
- - Death Animation (x2; front and back)
According to the list, it looks like we're like 60% done with animating, but we're actually closer to like 30% because the most complex animations are to come. Those who played the game or know my little kinks know that I pay a bigger attention to the hurt/death animations, and I expect them to be very polished. The hurt animation will have 4 different variations ( 3 when hit from the front, one from the back ). Same goes for the death animation, it will have at least 2 variations ( I would love to do more but those take SO MUCH TIME ).
There are some changes coming up to the game directly in relation with these new animations too:
- - First, the stunned state ( after getting hit by a poisoning ennemy/trap ) will be removed. It brings very little to the game while most of the feedbacks I received mentionned it as a very annoying feature. Therefore there will not be a stunned animation.
- - Then, there will be some new mechanics. I made a dash animation so that Aria can use a new invincible dash ability ( with a cooldown ) to get out of tricky situations ( or get quickly into one ).
- - You probably noticed in my previous post, Aria now has a 3-step attack animation. You'll be able to use it in-game, obviously. That also means that ennemies will probably have more health too! ( Not all of them though )
- - I made an upward standing attack animation ( You can see the idea below ) that Aria will be able to use to defeat ennemies coming from above.
- - Aria will have a new parry ability. When used with an appropriate timing, you'll be able to parry melee attacks from the ennemies, but also reflect projectiles towards their source! ( Yes, more or less like a lightsaber ). This new ability will require a little bit of practice to be used efficiently and even though it can virtually make you invincible, there will be a quite heavy downside in character's mobility making you very vulnerable after using it!
That's it! You will find some progress on the 3-step attack animation (it is slow on purpose, will be faster in game) below as well as a first go at the upward standing attack animation.
Enjoy!