So, for the last couple of weeks I have been making sprites – mostly. I am not particularly good at – and I do not particularly enjoy, making animations. Nonetheless, it’s a task that needs to be done, and I am one of two people who is doing it. Well, I was – until our second artist suddenly quit the course last week, leaving me with some more sprites to finished than I bargained for. It’s fine though, I’m lucky to have some team members who are willing to take on extra tasks to ease my workload somewhat. For example, our game designer took over making the UI for example, which I’m happy about. She is an incredibly talented artist herself, even though she is not studying graphics currently, so I’m relieved knowing that it will be handled well.
However, even though I’m not easily stressed out, I find myself a bit worried that I won’t be able to finish everything I wanted to in time for our game to be completed. This means I have to scale back on the planned animations, to make it a bit more manageable for me to get all the finished sprites into the game in time. To do this, I have reused parts of animations, and focused on getting an overall good looking sprite, even though it is not moving much! Overall, I’m quite happy with most of the results so far, but I still have many more sprites to make, and I suspect that the last couple of sprites will be completed close to ”release”.
For example, I made this animation:
It is a simple animation of the Behemoth’s main attack – the missiles that later explodes to damage a clump of enemies.
I was pretty happy with it, but I really wanted to make it rotate – but due to having to move on to making different sprites and not spend too much on one single animation, I had to leave that idea behind. It’s probably for the best, as it is going to be quite small – and I’d prefer to spend some time on things that people will actually see and notice.
Such as the explosions! The game has a lot of explosions, but even so I don’t have time to make as many explosions as I wanted. I really wanted the death animation for each sprite to look unique and varied – but due to the artstyle (that I admittedly picked) it would take too long to make advanced animations for each and every enemy. Maybe in the future, on another project!
This means, however, that there will be a lot of explosions in the game, and they will all have the same animation, albeit in different sizes. I want to make at least one more explosion animation, but if I would make it as many frames as the one I already made, it is going to take quite a lot of hours for me. For now, this one has to suffice. Here it is, if anyone’s curious:
I’m quite happy with it, but if I would’ve had more time to do it I would have made it more impactful, changing the timing and such of the various frames. It’s definitely usable in its current state however, so my time was better spent elsewhere.
So, around this time I knew that I would have to make more sprites than I had initially planned – which means I wouldn’t have as much time to spend on each individual animation and sprite. I decided to put slightly more effort in making the actual images of the sprites look better, and not spend too much time on animations, as it takes me too damn long to make them, and I am much faster at drawing and painting. I think I can get away with this too, because most of our enemies and such are objects and not monsters/characters – which means they can look quite static without it being too much of a hit on aesthetics.
I drew our shooter enemy, for example, with quite a lot of detail – which would make it a pain to animate, but since I need to make many more sprites for the game, I hadn’t planned on animating it much anyway. The only real downside is it being so small, so a lot of the effort I spent in the details won’t show up in the game. Oh well, live and learn.
Here it is, by the way:
Observant readers may notice I re-used the animation for the flames on the missiles. Could I have made new more interesting flames for the shooter? Yes. Would it have been worth the effort? Probably not. Could I stop answering my own rhetorical questions? Okay.
So, there you have it. I wish I had more time to make more advanced animations, I’m not really that happy with the level of animation I have so far. I wish I had the foresight to not pick such a detailed artstyle when I started the project. I wish I wasn’t so slow at making animations, it is quite the bother. I prefer still images, sue me. All in all though, it has been quite fun so far, and I’m looking forward to seeing how much I have learned from my stupid mistakes once we move on to the next project. Hindsight is 20/20 after all, and I would definitely have made different choices if I got to redo this project. Stuff I still need to finish include, but are not limited to: The shield (and all its animations), the background (including parallax layers such as clouds and birds), (maybe) a boss, a death animation for our main character, and in general I would like more explosions to not have the same one for all the explosions in game.
For funsies, I’ll add the first animation I made for the project, so that anyone who reads this can see that – even if you’re a bit unhappy with the things you put in the game, you are here to learn, and as long as you have improved, you have succeeded.
Yeah. The newer assets are definitely better.