Update 8: Reworking animations
Following the 10-player playtesting event at the end of January which I covered in my last update, it was obvious that there were still many things relating to controls, motion and combat which needed to be ironed out before adding more content but one of the obvious ones, especially in the context of the existing skull-throwing ability, was that attacks triggered immediately upon casting the skill as opposed to letting the character "build-up" the expected visual momentum leading to an object being thrown out of their hand. This was both an issue from the point of view of aesthetics and gameplay. It just didn't look right but it also would deprive the target of an opportunity to react and move in order to dodge the incoming attack. The attack animation is now split into 1) a build-up animation and 2) a follow-through animation and the skill casting event now happens right in between these two phases. You can see in the next image a comparison of both implementations at the very moment where the projectile is thrown. On the right hand side, the position of the character matches much better with what physics would dictate:
Another change along the same lines which makes the animation look a lot more convincing in my opinion is the addition of an explosion upon impact, both when a collision with a live entity or a wall occurs, as demonstrated on this next image. I think it really looks cool, and the fact that it matches up with the recovery animation of the character makes for a more believable situation.
Lastly, when the explosion animation finishes, it now stays on-screen for an arbitrary amount of time, allowing for the skull to leave debris behind. This feature may seem a bit like "sugar on top" but it's occurred to me many times that players really enjoy the feeling of putting a dent into the map, they like feeling like their decisions matter and have an impact on the rest of the world. These are the kinds of details that I'm hoping will add up over time and make for a more immersive experience. You can see on this next image how debris tends to accumulate now if you're shooting frequently enough:
Meanwhile, my wife has also been working on a new model and set of spritesheets for a second class the Outlander. Here's a little teaser of some of his "naked" looks taken out of the running animation spritesheet:
Project Visionaries - MMORPG
An isometric post-apocalyptic MMO RPG focused on replayability
Status | In development |
Author | PVDev |
Genre | Role Playing |
Tags | 2D, Action RPG, Isometric, libGDX, mmo, MMORPG, Multiplayer, Post-apocalyptic, PvP |
Languages | English |
Accessibility | Configurable controls |
More posts
- Update 17: Item Management & new assetsNov 23, 2021
- Update 16: Loot, UI work & scalabilityAug 21, 2021
- Update 15: New skills, map & UI featuresJul 30, 2021
- Update 14: Fog of War and Network issuesJul 02, 2021
- Update 13: Multi-world management and more UI workMay 30, 2021
- Update 12: Asynchronous rendering & asset loading, UI skinningMay 12, 2021
- Update 11: Tile interactions & merged renderingApr 21, 2021
- Update 10: Pathfinding, Lighting, and a New map!Apr 21, 2021
- Update 9: The foundations of PvMApr 21, 2021
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