Development -> Animation

Procedural Animation

Procedural anim
Animating with Composition

As the mech units are too big—mainly their sprites, it is a bit hard to draw each frame on a walk animation. But the main reason to work with this type of composed animation is its procedural capabilities.

There was a good, simple tutorial on Youtube about walking around and having the character's gun point towards the mouse position. The idea is similar.

Instead of wondering when the player is about to shoot, or penalising him (and stopping the unit to attack), just because the resulting animation is too much work seems backwards.

Of course a lot of transitions will be needed in a sprite with this size. It would look choppy otherwise—well, more work to do!

Coding
Coming next...

I would like to talk about impossible planning, passionate overscoping, and brutal design as these things really pump me up when developing a new project.

Mars animated avatar
Animator and pixel artist, turned game developer.

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