Thursday, 19 December 2013

The sun sets on Role.

Last week was the last one of teaching and since then it's been a blur of exam note taking and questionable sleeping patterns.

Last Friday was also the deadline, which we all agreed upon, for any additional art assets to be accepted by the programmer. It was pretty tough getting everything finished off for then, but at the same time it was a nice bit of weight of my shoulders.

I managed to get a fair amount of animation in, although, as always not as much as I would've liked. Not in a negative, putting myself down way or anything, just that I really like the game and I feel it deserved to feel a bit more alive. But I'm still delighted with it.

Using the THIRD DIMENSION. *Vincent Price Laughter*

About half way through term I decided I wanted to try and use 3D animation to a. save me a bit of time, and b. make the animation look better, for the boat propeller.

My first attempt was a little off. The full rotation of the propeller was 30 frames...

...And I originally took frame 0,10,20,0 screenshots over to the sprite sheet. However, this ended up being pointless as the frames were so similar that it sort of looked like the propeller was twitching, rather than spinning.

So then I decided to choose the frames which were all clearly different, and hoped this would create the illusion of it spinning, as best as possible with 4 frames to play with. (The reason I didn't just render out every frame.)

And this time it looked much better, but it was out of alignment.

So then I tidied it up a bit, re-aligned the whole thing to be pixel perfect, and I had my final animated asset ready to be placed in game.

It still doesn't look great, but I'll know next time to include more frames by alpha, and I'll be much faster as implementing 3D objects into my 2D art to help streamline my workflow.

Below you can see some beta footage of Role. Unfortunately the boat animation isn't in this capture, but hopefully I'll have an updated one by submissions.


There's still a couple of little things wrong in this video that I should probably point out.

-The rope seems to be missing from the well.
-There's a glitch which means the middle of the game is very hard to do and is extremely slow. I'm not sure why this has just started.
-The firework moves if you collide with it, which looks really odd.

But yeah, that's about all she wrote for now.

I'll be writing up my peer review for the next couple of days, and then organising my project diary, and then that's pretty much us for the first semester game.


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