So with this selected idea, I considered developing one character model and then extrapolating that model with designs to go over the top of that model. Each character in the game will then use this model in order for me to correctly develop functional animations. The animations I need to consider are:
- Running
- Blocking
- Attacking
- Stationary Stance
- Jumping
- Power Moves
- Blocking
- Attacking
- Stationary Stance
- Jumping
- Power Moves
Each character is going to be an Interactive Media Design student. It would be unrealistic of me to develop every single character in our course, so I will select a few for character development and see if I can fit them to my animation model. If I can select some characters with more attributes, with identities that I can develop further, I think I can have some engaging characters to work with in my game.
The breakdown of the animation model is the body anchors and joints, and the connections between those elements. I will try to work with this basic character model first in order to get the animations right, before I move onto the aesthetic element of replacing the basic character model graphics for those which are going to be relevant to each character in my game.
Each character is going to of course experience different emotions, and I want to be able to get those emotions down and carried across as effectively as possible. As a result I am going to work with simple emoticon-inspired emotions, as they are very identifiable and it makes my designs more accessible for a broader audience. I want everyone to be able to enjoy my game, without having to read too much into body language and facial expression, so as long as I can communicate such expressions I think I can make a lot of progress on other important elements.
No comments:
Post a Comment