Thursday, 1 March 2012

Alright, so I've got some more progress on Monday going on. I made her a smidge bigger after seeing this picture:


And resolved the slingshot arms nicely. It looks funny if she wants to shoot behind her head and between her shoulders, so some restrictions will have to be put on her movement. She now crouches, jumps, stands and runs.





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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