Weekly Post – Nov 12

This week I took a break from just doing animations and spent time fixing a bunch of old code and creating pixel art graphics. Below is a few of the assets I worked on, by mid week I’ll almost have a fully animated tiles for the grassy plains type maps. Which hopefully I can start implementing some of my level designs with. Water, towns and units are pretty much the only pixel map assets I intended on animating currently. After some of those map assets are done I can start some of new game mechanics I plan on adding, such as bridge collapsing and village pillaging, Hopefully I can get all that done by the end of this week and go back to battle animations. Thanks for reading.

Weekly Post – Oct 21

The greatsword crit ended up needing more revisions than I originally imagined because there were issues with the design of the character  I was using for the animation showcase. I got some of easier and lower hanging fruit out of the way. One of them is shown below which is the greatsword knight death animation.

Thanks for reading.

Weekly Post – Oct 16th

Below is the brandish animation for the lancer master crit attack. Its one of a few animation pieces with quite a few frames. It’s been quite a few weeks of trial and error to get it into a fluid state I like. Getting this draft done will give me something line out to fill times where I can’t decide on new designs. I’ll be working on the lengthy greatsword and shortsword crits next.

Thanks for reading.

Weekly Post – Oct 7th

Not much this week to show, still finalizing costumes for the long crit animations. Finished the enemy idle animation and fitting in the stagger and death animations. Will probably be the only death animations and will be reused to oblivion for testing purposes. Finalizing UI to be more minimalist and tweaking the unit stats screen as well.

Thanks for reading.

Sept 31st

I had to miss last week’s post because there wasn’t anything visible to show, which is still mostly the case this week. The past 2 weeks had been starting about a dozen things and working on them concurrently.

I started the design for swordmaster, lance master and berserker animations that will end up being about 20 frames long and require some programming to integrate them as actual attacks.

I’ve been slimming down some of the UI and reprogramming some of the battle calculation procedures and implemented randomized terrain sprites.

I spend some time slowly working on final drafts for environment painting and animation lining.

Hopefully the 6 or so half baked things I’m working on will be ready to show next week. Thanks for reading.

Weekly Post -Sept 31st

I had to miss last week’s post because there wasn’t anything visible to show, which is still mostly the case this week. The past 2 weeks had been starting about a dozen things and working on them concurrently.

I started the design for swordmaster, lance master and berserker animations that will end up being about 20 frames long and require some programming to integrate them as actual attacks.

I’ve been slimming down some of the UI and reprogramming some of the battle calculation procedures and implemented randomized terrain sprites.

I spend some time slowly working on final drafts for environment painting and animation lining.

Hopefully the 6 or so half baked things I’m working on will be ready to show next week. Thanks for reading.

Weekly Post – Sept 16

This week has been a lot of animating and character design. Below is the final draft lance attack, the lining of a greatsword knight idle, and a concept for a magic attack visual effect. The greatsword in the knight animation is a separate animation with the purpose of being able to switch out weapons for the animation. Alot of old animations will probably have to be redone to allow for the same type of weapon scaffolding. Every week for a while is just going to be constant animating and character design. Thanks for reading.

Weekly Post – Sept 10

This week has just been a massive amount of sketching and designs, with about 7 new animations I’m working in parallel. For now there’s only a few key frames for each that I won’t show because I’m still reworking them. but below are some roughs of some new backgrounds. The plan is to still spend some preliminary amount of time drafting and sketching, so that I can have a variety of different pieces of work to bounce back and forth with, the three main bulks of work being, designing/drafting, animating, and line work. Thanks for reading.