No one was Kung-Fu Fighting
by fredelios
Sometimes nothing goes well, this is one of those times.
Imagine thus, like thunder from a clear sky comes the command – “Gosh, the main character should like totally be able to attack the guards or something like that, you know! You there, you look unoccupied, go make an animation for it, chop chop!”
Which leads us to the matter of the artifact of the day, namely today’s attempt at making the male main character’s attack animation.
And once again all that is given on this blog is a sprite sheet, partly because of time constraints but mainly because this version simply isn’t good enough to be GIF’d and would cause grievous harm to the brain’s cerebral cortex.
But I digress, the command had been given so there was nothing to it but to start working.
The first notion was to try and simulate some sort of bare-handed technique, with strangling being thrown out of the window straight away because of a multitude of reasons which I won’t name, but I assure you they were all good ones.
After a good half-hour of karate-chopping in front of the mirror the animation was well on it’s way. The problem that was happened upon then was of course that nasty smelling thieving hobbit of a top-down camera, which lead to plenty of hair pulling trying to make said karate-chop look even somewhat believable from above.
In the end, it was discarded in favor of some sort of armed attack, preferably from the side as overhead attacks are simply too unfashionable for a graphics artist such as myself to be seen doing and not at all because I’m not good enough at this wonky top-down business yet.
While getting out of the Nile, I instead started researching for some sort of weapon or blunt object that would fit the whole espionage-in-the-60s-noir feel, instead of something fun like a bronze mace or a war-hammer.
Ultimately, the flat-profiled, leather-covered lead rod called a “sap” was chosen for it’s sleek design and unconscious-rendering capabilities, enabling the attempts at making graphics to resume.
Until the eyes were accidentally drawn to the clock and one discovered that by Jove, it is blog-time!
Which leaves one with this, a stiff and yet at the same time almost lava-lamp-like creation that shakily draws forth a giant black spoon and carefully dusts one off with it before jerking it back lest someone somehow would steal it from him.
But eh, every animation has to start somewhere.
It is clear that this artifact is about creating the attack animation for the main character in the game. It is also clear that some mirror exercise was involved in order to create this animation.
However… It was quite hard to get a grip on what actually went wrong with the animation as there was no .gif file. I know you mentioned that it was not good enough for a .gif, but then blog about that. This would make it easier to explain what went wrong and how it could be fixed. Getting the reader to understand the problem and learn from it, in that progress it would also help in getting the word count up. It would also leaving room for removing some of the non academic parts such as where hobbits and harm to the brain’s cerebral cortex.
Sadly I would not say that this blog post would do much good in getting others to avoid what went wrong.
For example:
You mention on multiple occasions how the Top-Down camera is an issue. without mentioning why? What is it that makes the Top-Down so hard to create. By having this included in you blog post, it would then have a meaning for fellow game designers to get hints on whats problematic with this camera view, and how you are planning to conquer the problem.
Hope i wasn’t to hard on the comments, but it should give some hints on what to include in the next blogpost.
// David