BA3B ♪ RHYTHM OF THE GODS ♪ WEEK 5
03:28During this week, I started working on the jump animation for the protagonist. As usual, I started by sketching out rough gestures for the jump animation and showing the team before pixelling them in.


Once I was satisfied enough with the movement, I added the scarf. The sword and shield would be added at a later date.
I also worked on particle effects for the protagonist, which included a dust cloud and some sparks for when the player is running/sliding. For references, I looked at the animations in Sonic Advance games, which often included small particle effects for running, attacking, and grinding.
Although the individual files of the particle effects are very small, they add a lot to the movement of the protagonist. The spark animation is to be used during the slide animation (when the sword drags along the ground), and the dust animation during running.

After this, I added the sword and shield.
The next job I had to do was to create a death animation for the protagonist. Since this didn't have to stay in time as the player will not be running after it, I could extend it to be as many frames as I needed; I wanted to make a cute and comical death animation of the character falling, so I started off making a very rough sketch of the character falling to get the gestures right.
This gave me a basic idea of how I wanted the animation to work, but with fewer details; I wanted to add little details to give the character some expression, so when pixelling the general movement of the character, I added some extra frames with a little effect to show the character surprised that they have run out of health.
I showed this to the team for feedback before adding the scarf and props, and the team seemed happy with it; the only issue was the legs as the character is falling, as it seems that the legs change sides and aren't clear enough between the fifth and sixth frame. I also felt that the start of the animation was longer than the end, and there wouldn't be enough time to let the scarf also hit the ground. To fix this, I added a couple of extra frames on the end of the character's leg lowering to the ground, so that they ended up lying flat on the ground.
I felt that this animation ended up being really fun and fluid, and the team seemed happy with it too! We decided that upon death we would make the character drop their sword and shield, so it was not necessary for me to add them into the pixel animation; these would be separate objects that flew off the screen.
During this week and the previous week, I also got in contact with Nathan Fitzpatrick, a composer from South East London who I met a few years prior through a mutual friend. Nathan agreed to compose a couple of tracks for our game, and so I talked to the team and relayed some information on the game, what music we liked and what we would like to be included in the game's soundtrack to him.
We also spoke to Sebastian Owen from the Ideas Factory about the idea of making a company, and got some valuable support from him; he suggested that we make an appointment to see Beth and Sarah from the Ideas Factory to discuss further and see if there was anything that the Ideas Factory could help us with, so we started brainstorming things we would like to ask them.



















































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