The past few weeks have seen steady progress in both technical and art sides of the project.
In preparation for the prototype, I’ve been making rough assets, including fatsack and Bitey animation. Not only is a lot of animation layer/node organisation required, but designing that organisation – that is, deciding how best to lay things out so it’s readable/usable – took half a day and still evolves with use. In the image below, there are two main sections. Left: states that happen on the spot. Right: states that happen at speed. The red areas below those contain finished states, the states in progress are in the centre.
Except for the top two, each red block contains several individual animation states. Each state consists of a 5 main nodes. At the top of each is the animation itself – a grouped hierarchy of embedded layers, including separate head, eyes, arms, deformer curves and collision rigging. Underneath that main group are two composite nodes and two display nodes. These are for working and exporting, respectively. In this screenshot, there are almost 50 states. I would estimate there’s at least another 50 to do. It’s also worth noting that this is only Bitey’s animation. This will need do be done for every creature and character in the game.
As anyone who watched my Twitch streams would know, I initially found it frustrating to rig fatsack and Bitey, struggling along slowly adding collision shapes to each state. Additionally, due to the frame-by-frame nature of this game, many animated states require splitting into various sub-states.
For example, the jump animation consists of 5 sub-states: spring, rise, hang, fall, land (see below). Having these all separate on their own layers (instead of all together in one sequence) makes it difficult for me to see the animation working as a whole action. It’s something I can get used to over time and I’ve developed a workflow but it hasn’t come easily. That said, this is the first character (the main player character no less) and once these initial teething problems iron themselves out and things will move more smoothly for the other creatures.
Rough animation is a very fast process for me and most of what you see above was animated in a couple of days. There’s plenty more to come yet so if you’re interested in seeing it take shape, you can find me working live most weekends on my Twitch channel. Once Bitey is done, I’ll be creating some very rough collision and terrain assets and looking further ahead, more creature animation.