There is also an animation of our Granny for the "rest" area. I tried to make it look like she is knitting and rocking back and forth, but does it look like she's party rocking a bit? I might have to fix the tweens and the timing on this one, but it looks strange if its too smooth too, so it will take some fiddling.
I sent Alex off a list of enemies and showed the game designers a quick sketch of what I'd been thinking for the HUD elements. This is an illustrator image I whipped up illustrating the double weapon interface, with the bar that depletes as you swing your melee weapon, in this case, a sucker.
Health is located above that, and we are still trying to resolve the "limit break" vertical bar that she will have. I think there is an opportunity to design something interesting out of this element, but I'm not sure what. Some suggestions were a Jack in the Box or a Clown. I also thought a mirror might be relevant, since we are using those to demarcate checkpoints in the game.
This is the enemy list as it is currently evolving:
Training: targets, bear faces on boards, cut-outs of enemies
Patrolers: teddy bear, Jill's spinning top and toy car
Hazards: Jill's seltzer bottle, boxing glove on spring, chattering teeth (also chasers), animals in cages
Shooter: Sock monkey, clowns with pies, tiny tanks
Guards: some kind of transformer/mutant, maybe a big teddy
Flyers: paperplanes, copterbears
Burrowers: Tentacles, pirates
Blocker: Lego knight
Exploding: poofy dog
Enemy generators: toy box
Boss: Ragdoll siamese twins, giant octobarbie, Big Bad Bear






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