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Ranged Enemy Animation

Heather Blakeway edited this page Sep 12, 2022 · 16 revisions

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Contents

Tail Inspiration

The image below is a sprite sheet of a cat running. In this image inspiration was taken from the the natural wave like movement of the tail

[1] image

Hand Inspiration

Images of animated fire were used as inspiration for the eel's hand in attempt to achieve a magical, powerful look to the character. Attention was surrounded around how the shape of the fire changed per frame.

[2]image [3]image

Initial Sketches

Low Fidelity Sketches

Some important aspects aimed to be included within the projectile designs include:

  • Range of shapes
  • Range of colours
  • Electricty/Glowing features to represent power
  • Simplistic nature for easy transition to game engine

pixil-frame-0 (1)

Medium Fidelity Sketches

The low-fidelity sketches were a large inspiration for the medium-fidelity product. The aim for the medium-fidelity product was to narrow down the selection of designs and create designs that included the projectile against the eel itself. Changes from low to medium fidelity are based on studio feedback and achieving studio cohesion in design for characters. These include:

  • Revised canvas size to suit main character weapon

Projectile designs Eel Projectile yellow Eel purple projectile

Medium Fidelity Feedback

Detailed results and analysis are provided in - Medium Fidelity User Testing.

The main changes to the design were:

  • Narrowed down colour
  • Narrowed down the shape of the projectile
  • Revised the size of the projectile

Final Design

Changes based on the medium fidelity feedback as supplied above were applied to produce the final eel projectile design for sprint 2.

Eel_Bright_SW Eel_Bright_SE

Image References

[1] https://depositphotos.com/vector-images/animal-sprite.html

[2] https://www.shutterstock.com/image-vector/fire-animation-sprites-vector-flame-video-1277247115

[3] https://www.freepik.com/premium-vector/cartoon-fire-flame-sheet-sprite-animation-set_5497878.htm

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Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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