WE HAVE ANIMATIONS! : Idle, Run... AND MORE!
Now that we have the rig for most of our characters, we decide to start to work in some of the animations that we needed for them, and implement them in the game. To this day, we have made the following animations, which we will break down below in this Devlog:
Idle Animation.
A little animation where the character move they torso side to side with a small move in their arms up and down. These animations apply to the playable characters and NPC's with the same body type. [NOW IN THE GAME!].
Run Animation.
In this animation, the character moves their legs and arms around 120° each, pairing the leg's with the opposite arm in a fast move. The character also does a little head move towards the side for the leg going into the front. This animation apply to the playable characters. [NOW IN THE GAME!].
Damage Animation.
This animation is trigger when the character take "damage" in game, especially in the city scene. The character goes up, and star to move both arms and legs up and down, and their head side by side. The character also does a little head move towards the side for the leg going into the front. This animation apply to the playable characters. [not in the game yet...].
Denying Animation.
Animation where the character move their torso a little to their front, and do a "no" gesture with their head, moving this one side to side. This animation apply to the playable characters and NPC's with the same body type, and they're going to be present during the cinematic. [not in the game yet...].
Affirming Animation.
In this animation, the character moves their head and torso up and down to make a "yes" gesture. This animation apply to the playable characters and NPC's with the same body type, and they're going to be present during the cinematic. [not in the game yet...].
Thinking Animation.
A small animation where the character is in a position with their torso aside, one arm in their hip, and the other close to their head, which is inclined. This animation apply to the playable characters and NPC's with the same body type, and they're going to be present during the cinematic. [not in the game yet...].
Walk Animation.
This animation is similar to the "Run Animation", with the difference that their legs and arms moves around 60° only, and more slowly than in the Run Animation. This animation apply to the NPC's characters walking in the city. [not in the game yet...].
Comment Animation.
This animation is trigger when one of the aggressive NPC's in the City scene sees one of the playable character. The aggressive NPC proceeds to jump, and make an exaggerated move with their arms, legs, and head. This animation apply to the NPC's characters walking in the city. [not in the game yet...].
Final Notes.
We will continue making other animations for the playable characters, like the needed for the and for the NPC's of the doctor and the secretary, which need their own particular rig.
Files
transition
Status | In development |
Authors | transition dev, MATHEO.FG |
Genre | Educational, Puzzle, Role Playing, Simulation |
Tags | Isometric, LGBT, minigames, Narrative, Singleplayer, Transgender, Unity |
Languages | English, Spanish; Latin America |
More posts
- Textures & UV Mapping7 days ago
- PlayerDialogue -Tunel Scene14 days ago
- POLISHING - City14 days ago
- Weight Paint: Principal Characters & Npc's15 days ago
- NOW OUR PRINCIPAL CHARACTERS HAVE TEXTURES!24 days ago
- City Models - Principal Institutions28 days ago
- PlayerDialogue -City Scene28 days ago
- NARRATIVE DESIGN: Act.I The Introduction.28 days ago
- [NEW] Microgame - LostInTheClinic28 days ago
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