Managing Animations & Assets

For the following weeks I’ll be completing the rest of the asset list that I’ve created earlier on. If I get them done I will be able to move over and help with the environment but judging from my asset lists, there is quite a lot going on.

After a few other discussion with my group, we have decided to cut down a large amount of work from my asset lists. What really annoys me is that they keep changing things around after weeks of work again, no level design has been made so they’ve been giving random assets for me to do and not even sure if they’ll be using everything. It feels so unorganised from the games’ side, when talking to them, there was definitely a lack of confidence in what their end result was and what they wanted our game. It feels like it’s been like this since week 1.

GROUP ASSET LIST

It was recommended to create an asset list for the overall group to see if anyone has been doing work weekly  ☻, I had decided to take on this as no one else in my group decided to do so, again a few other assets for the player character have been changed, it’ll most likely change a lot more which could cause me to not finish the animations.

I had added most of what I know and just waiting for the other two to add in other things I may have missed out. And now just for myself, I’ve made like a weekly thing so I make sure I get all of my work done:


ANIMATIONS & SPRITES

Kaitlin in my group who is mainly in charge of NPCs and props was pretty much done with a lot of her own work, she created a sheet on how the animation should look for when using the tools. I’ll be heavily referencing them:

As well here are the tools Kaitlin designs into the style which I’ll be redrawing into my animations, I’m extremely happy with her work and can’t wait to draw these out myself:

 

JUMP

I was able to also create the jump animation and turn it into sprites, this is a little funny looking but I haven’t received feedback on how it looks or feel so there might be a change to this.

The problem for this was because I used a very simple long jump as reference, it looks a little funky with the arms. I’m just mainly trying to speed through these animations as they are 8 fps in a funky simple art style, the more I look at this the more issues I find but for now I ball.

 

BRUSH ANIMATIONS

When talking to my group from the week 6 presentation, they’ve agreed on creating something functional(?) and wanted me to focus on completing the brushing animations. For the brushing animation I’ll be focusing on that so when looking at the asset list, I’ll need to finish 4 animations for this.

WALKING

As mentioned before, I simply just yoinked the walking animation and removed the arms before sketching in new ones to match the tool being used.

STANDING

I thought I could use the idle animation from before and tweak up just a few details to suit the brushing but in the end I had to create it without any elements from previous animations, I had also adjusted the eyes and hair to make him appear like he’s looking down at the area he’s brushing ☻

 

PRESSURE WASH ANIMATIONS

WALKING

The original thing was suppose to be a hoover but the games has decided to ask for a pressure washer kind of thing going on. Instead of designing something up, the hoover design already worked well so I just took the design and used it here.

IDLE

 

POKER

I had completed this animation, send in the sketch for my group member from the game side to tell me it was wrong. they want it poking directly above our bean character and get rid of the balancing on onw foot. ☻

To change it up to what they need for their mechanic, two foot on ground, hand on the tool going up:

SCRAPER ANIMATION

Learning from before, I decided to draw visuals for my games and ask what animation they’re looking for such as what direction they want the bean to face but they brought up a vertical wall which confused me. But the end I’ll be animation the left action that the one on the right.

 

FRONT WALK

 

PICKING UP

BACK VIEW WALK

Around finishing these animations where I only had 3 more to do, I was updated that some of the animation wouldn’t be needed as they aren’t able to code in rest on time. I had asked for updates from my group for the two weeks over Easter and not much was sent in from anyone.

There is still no gameplay provided and the funny thing is that two of my group had dropped out, now we only have 2 games and 3 animators giving us 5 people in total. I don’t think I’ll ever see any gameplay, the communication has been incredibly weak but at least Kaitlin and Tori in my group is communicating back to me about their work.

They’ve also decided to add a ‘jetpack’ animation now so I have to try and get that done before industry people come around to play test it, this is what our asset looked the week before it and I’m kinda lost on what much more I can do but focus on my parts and help after I’m done.

Leave a Reply