Another super short one here. Really I just wanted to consolidate a few of the newer animations SiC is getting. In light of not being able to secure an artist, I've made the executive decision to bravely go where I should never go. . . into the art world. I'm going to do my absolute best to get the best systems I can devise in place for animation/graphics, and if I still don't have someone reliable to do art, then I'm going to do it myself. So for now, here are a few of the newer animations.
First is the newest addition. It's little more than adding a simple alpha fade to the pickup information blips. Nothing gameplay altering, just makes the effect less jarring to see.
First is the newest addition. It's little more than adding a simple alpha fade to the pickup information blips. Nothing gameplay altering, just makes the effect less jarring to see.
Next is the new walking animation. Compared to the stiff clicking legs of earlier animations, this looks significantly more fluid and natural.
For the final animation update, something both loud and subtle. This is just a quick GIF of the screen-shake, recoil, and weapon warping effects. Screen shake is pretty standard in shooters of all varieties, as is recoil, but there's another effect in this last GIF that I felt clever for including. The weapon actually resizes every time a new bullet is fired. This may go completely unnoticed, but I felt that it, in a quiet way, lent each bullet that much more punch when fired.
I've remarked several times on Twitter that animation and graphics are incredibly boring to me about 95% of the time, so as someone who avoids it at most all costs, I felt very proud of the couple of new tricks I've integrated into the game.
Thanks,
Wyatt White
Lovin' this whole thing. Like, almost all of it.
Thanks,
Wyatt White
Lovin' this whole thing. Like, almost all of it.