Devlog week 04 - Presentation / Graphics


Week 04 - Presentation / Graphics


This week progress is mainly doing the animation and get it up and running precisely. The other progress I have finished are making opening scene, how to play instruction, and ending scene.

For animation, I've properly implement few different types of animation in the game for each character - pooch and roo, which are:

  • hurting animation
  • mocking animation
  • losing animation
  • winning animation

Since it is a custom art animation, each image need to be curated carefully in order to produce a nice and smooth result of animation through sprite sheet. On top of that, in the coding part, since the animation needs to appear in exact location to create a smooth transition in between animation, I had to do a lot of trial and error to determine the exact location for each animation.

Below are some gif image of captured game-gone-wrong moments where the animations did not appear in where it should be (even though I've set the position from the beginning based on my previous observation, prior creating the animation):


Roo is floating mid-air when it wins and pooch is out of its shadow.


Roo is not too far from its designated location, but pooch is kind of floating when it wins.


After multiple attempt, I am proudly present the final prefect animation for this game as gif images below:


Roo and pooch hurting animation.


Roo and pooch mocking animation.


Losing animation from Roo and winning animation from Pooch.


This time it's turn for Roo's winning animation and Pooch's losing animation.


There are two more types of animation I would like to add, but let's see how we go time wise, since I need to prioritise other features for this game.


And as I mentioned above, multiple different scene has been done as gif images below:


Opening scene with option to choose how to play or start the game straight away.
How to play scene will give a brief instruction about the gameplay.
Start game option will bring player into the main scene of the game.

For how to play instruction scene, actually there are some power-ups graphics already put into place, but since at this point there is no power-ups yet in the game, I decided to not showing any of those for now.


Ending scene will announce the winner and give options to play again or back to main menu.


Feedback:

  • minor bugs where player can hold to shoot while the weapon still mid air or trigger the power bar when click anywhere.
  • suggestion of having line that shows angle and power.
  • other suggestion to have aiming but without the line that gives too much prediction.
  • Game looks nice, like the wind feature, the mouse control works nicely.
  • UI design is simple and easy to understand the changing wind pattern.

Those are great feedback, and I am still thinking the best way to give aiming without ruining the fun of the game, since it becomes too easy. However, with wind comes to play (with random strength and direction), it makes aim or angle (for pure throw without considering wind) will not be accurate anymore, and incorporating random wind might be out of my scope at this point, hahaha.

And for next week progress I am aiming to have sound effect and AI in the game as priority, therefore additional features and bug-fixing will need to wait in the queue if time allows me to do it. That's all for now and see you next week!


Reference:

Wooden plank image from https://stock.adobe.com/images/wooden-cartoon-boards-set-in-western-style-for-ba...

Fancake font from https://www.dafont.com/fancake.font

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