October 2019 (part 1)


I've started working out the details of each character animation and the controls. Below is a series of charts for the player's actions and the menu controls:





Now that I know all the animations I'll be making I tried making an asset list, which turned out so long and boring that I think I'll just finish it at the end of the project when it's more than just a projection and I can use it in my development book. So instead I made a few maps for the animations of the player character and different types of NPCs. This allows me to see just how many there are, but more importantly how one runs into the other so that I can make sure all the transitions are smooth.




I also made a short animation example for the week 7 presentation to show the way I'll be presenting all the player character and NPC animations. I think it's important that I include the keys needed for the action and a chart of how each animation runs into the next as well as the animation itself. I've seen similar things to this in presentations from games companies so I designed my own page (the end result will look much nicer than this, I just wanted to give an impression of the layout).


Here's some environment stuff. I've planned out the main chamber quite a lot not and have started modelling it, but I'm focussing on the first section as my main feedback from the presentation was that i should reduce my scope, so I'll focus on the assets I've categorised as "primary" and on the stuff that will be seen first, and then expand as I go along.









Feb 2020