Below is a screenshot of the concept of how the battle animations will look.

I’m taking alot of time to get this part exactly as I want it because I want the appearance of these battle animations to be a strong part of the games identity. Animation is also the part that I enjoy doing the most.
Just from generating the above concept I realized a number of additional factors and things that need to be done to get this where I want it. The most important point of the battle animation is to create a sense of anticipation. Battle animations can be turned off of course because it is a cinematic experience that is fairly separate from gameplay. To create that sense of anticipation I realized I should not have characters start off in a bland neutral idle pose, but have a sort of weapon garnishing type animation to create a feeling of intent.
I’m hoping to demonstrate the appearance of that in the coming weeks but I’ll just talk about the idea now. Before a unit actually hits another visually there will be a slight frame freeze to create the feeling of anticipation, because 3 different things could happen, hit, miss or block, and the blocking sequence in terms of a time is a much longer occurrence which would be jarring to happen with out any pauses.
The camera needs to be specially programmed for zoom ins of these freeze frame moments so I will have to keep in mind the size of the backgrounds I create to accomodate a large range of zooms.
Also I have to create dynamic shadows for the 2D sprites, which in theory shouldn’t be that hard of a programming task. I’ll attempt to just create a mirrored clone with a black transparent shader applied to it.
Here’s a repost of some of the art for the character Jill to demonstrate how the original concept art turned into the map sprite, dialogue portraite and battle sprite.


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Thanks for reading.
