Time for another weekly update on the grind on the final boss battle and the related cutscenes.

This week Fred has been making transitions between different Zhamla animations! Since we want the battle to feel quick and keep you on your toes, it’s important that Zhamla is able to change what he’s doing mid-animation as a response to what the player does. Normally, for any other mob, that just means we cut off the current animation and starting the next, but since Zhamla is one of the biggest sprites in the game that just ends up looking choppy in this case, unfortunately – and with this being the final battle, we definitely don’t want it to look choppy or weird in any way.

Here’s an example of what one such transition looked like before Fred added the bonus-animation:

And here’s what it looks like with his in-between animation added:

Another thing we’ve been working on is editing some of the attack effects to make sure it looks as good as possible. One such example is the spin, which originally looked like this:

Unfortunately we kind of realized it wasn’t nowhere as cool as any of the other spin-animations in the game, so we decided to remake it, using Luke’s spin as an inspiration:

We’ve also received one of the batches with sound effects needed for this final battle, but there’s still a bunch of things we need sounds for so we’re sending those requests over to our awesome sound effect master faRk as we speak.

Finally, we’re continuing to play through the game, adding those final bugs and wonky things to our list of things to fix before 1.0. While we’re finding a ton of stuff, most of them we’re OK with keeping in the game since they aren’t really all that bad, and the rest should be small and easy enough to fix. Onwards!

Another week gone and more boss work finished! This week we’ve been focusing on finishing up the summoning phase during Zhamla’s boss battle, which should (fingers crossed) be done now!

Fun fact, originally we didn’t plan on including Zhamla’s summons at all, but as usual we decided to spice things up by adding some extras to the battle. Also as usual, we’re really happy we did because it’s turned out pretty awesome and, in our opinion, made the battle a lot better.

For now, have a look at some of the recent animations for this phase:

Other than that, we’ve continued playing through the game, catching bugs and discussing what aspects we still want to improve upon. After all, once we hit 1.0 we want it to be the absolute best it can possibly be, a stance we’ve had since we began working on this game some ages past. We’re trying not to polish too much, though – don’t worry! But if there are quick and easy fixes that up the quality of the game significantly we’d be stupid not to consider them.

Okay, time to get back to that final playthrough! See you again soon :D

Eyooo! Fred here, once again standing in for the blogging duties! This time I feel even more unprepared than usual and since I’m not a natural writer in any shape or form, I’m just going to do sort of an animation dump of some random stuff I’ve been tinker with the last few weeks. Some are rendered versions of sketch animations that’ve been posted before, some are freshly made animations straight from the oven. Enjoy!

Frosty with some acrobatic moves! 

 

Frosty being sent into the shadow realm!

 

Cloudy doing cloud stuff!

 

A little lineup of Planty’s attack from first iteration to last!

 

Finally, some tasty, tasty rock particles!

 

This week, Vilya is back in action and has continued working on some new backgrounds as well as playing through the game to catch things we’ve forgotten to add. So far she’s written a list of over 50 things, and she’s still only just finished the Temple of Seasons! Not to worry though – most of these things are super small things that will only take a couple of minutes to fix, or optional things we may or may not add. Some may even be added post-release! And some we probably won’t fix at all due to them not being as important as we first thought.

As for the backgrounds, here’s another iteration of one of the puzzle backgrounds:

I think we’re getting to a point where we’re all pretty satisfied with the way it looks now. What do you guys think?

As for Fred, he’s continued working on the summons! Remember the Frosty Fiend smash animation from last week? It’s now officially in the game and looks like this:

He’s also been working on a charge animation, and some projectiles for the Plant summon:

Teddy’s been sick for a while yet, but he’s finally getting better and ready to get back into action this week. Stay tuned for more updates next week!

Vilya is still out of commission, Teddy switched out his food poisoning to being sick so I’m once again in charge. In true Fred fashion, I totally forgot to post yesterday as well, keeping up with traditions. Anyway, lesss go!

I think I’m going to do a bit of a deep dive into one of the animations I’ve been working on this weekend; the smash animation for Zhamla’s Frosty Friend. First of all, here is the very first iteration I did of it a few months ago when we began working on all of Zhamla’s summons:

The animation is a bit stiff and lacks impact, but in terms of trying out gameplay this gets the job done and then some. Even if this is intended as a “quick and dirty”-animation, I still spend a decent amount of time at this point to get the keyframes as correct and rendered as possible. I do this because it actually speeds up the rest of the process, I can use does finished frames as a base that I can animate around instead of going fully blind into it. Just diving into it CAN also be useful, it depends on what you’re animating really. For characters doing big movements like this, I almost always end up doing the keyframes first. If it is more of a subtle movement, like an idle, or a more abstract effect or something, I tend to like animating in the order the frames appear instead of jumping to the keyframes.

Oh, keyframes are the frames that contain the most exaggerated poses. So in this case, the keyframes (or poses) would be these three:

So, after this it’s pretty much just, slapping on more frames where I see fit to give it the level of smoothness and bouncyness I prefer. Here you can see I’ve added a bunch of extra frames and smears when his up in the air, preparing to smash!

This looks much better already, but the lack of impact when he lands again is very noticeable and the next thing I’ll fix!

Look at that jiggly little boiiii~ This might even be on the verge of over-animation, but I’m a jiggle addict, what can I do? None the less I really like what this added to the animation. Still feel like there’s some impact missing from the smash, and his “return to idle”-animation is almost none existent. Let’s get that fixed as well!

Ta-daa! Some smoke for that juicy impact and a smooth transition back to idle. In the game, he will recieve some added effects to make him even juicer, but even without them I really like how this turned out. Hopefully, it will feel good in the game as well!

Finishing up with a little side by side comparison of the first and last iteration:

Aaaand, yeah, I think I’m gonna wrap up here. Time to head back to the dungeon to finish up the final animations for the chilly boi! Baaaiiiiii, love you all~

So, Vilya is down with the flu. Teddy was supposed to step in and take care of the blogging duties this time, but in a sick twist of fate, HE ended up getting food poisoned and is out of commisson as well. Which means… Fred’s baaaaack b*tches!

Since I’m super unprepared for this I’m just gonna go with the flow and see what this turns into. SO! Last post we showed a bunch of animations I made for Zhamlas Echo of Madness-attack so this week I figured it would be fitting to show how they look in the game:

I think it looks and plays well, the only thing that needs a bit more polish is the “disappear after attacking”-part. I’ve done a very basic flash that we’re going to try to combine with the current effect, along with some color adjustments:
I think it’s going to look pretty sweet!

Other stuff I’ve been tinkering with, Zhamlas little Cloud buddy has gotten a few new animations to give his bigger attack a bit more build-up and visual feedback. Here’s a video Teddy put together showcasing it all in action:

Fun fact that I’m not sure has been mentioned on the blog: The cloud Zhamla is using is actually the original Gold Charge-version of the player’s cloud. We ended up discarding it because it was way too big and got in the way all the time. It also looks hella menacing, which we decided we didn’t like since the other two versions of the cloud looks so happy and dumb. It fits Zhamla perfectly tho so we figured, why not use it? Ending this random trivia note with a little family photo of the two:

Soo, yeah, I think I’m gonna wrap it up here. Missed talking to you guys, but hopefully, Vilya will be back in full force next week. Let’s all send a bunch of love to both Vilya and Teddy and hope for a speedy recovery. STAY AWAY FROM THE SHRAMP TEDDY!

*kicks in door*

I’M HERE, I’m here! Totally didn’t forget I was in charge of the blog still, I would never! Since I’m so not late and so on time, let’s just dive into the juicy stuff straight away!

Last week I showed you guys that little elevator animation-thingie I was working on. Since then, Teddy has been busy hammering all that together into an actual ingame prototype! Here’s iteration nr. 1:

As always, Teddy has done a stellar job transferring my chaotic Photoshop document into something playable. I like this version a lot, it feels more or less one-to-one to my version. I dooo think the little pause/stop the platforms do before they actually connect feels a bit off tho. It felt really nice when I was working on it in a vacuum inside Photoshop, but seeing it ingame we all felt it would look better if the platforms just connected to each other instantly.

This looks much better to me, just the flow and impact of everything feel much smoother and juicier. I’m actually kinda stoked over how well this turned out, I was very prepared for having to re-iterate the whole idea or at the very least add a bunch more effects and polish to it. But I dunno, I think it looks really good! Throwing in one more video just because I can:

So, a problem this added coolness of the elevator has created iiis, some other aspects of the elevator sequence now feels a bit tame in comparison. Especially Mirrar himself feel a bit static and stiff which is completely unacceptable!

This has been kinda my main task this week, trying to add some extra layers of CHA-PLOW to our little reflective friend. Starting out, I wanted to revisit his “wake up”-animation. This is the sequence that plays when Mirrar wakes up for the first time after the elevator activation. Here is the original animation:

Simple. Boring. Not enough “oh shiiii- it’s time for the final part of the game”-energy exerted. So, this is the amped-up version:

I like this one much more. The added length and build-up to the wake up add a ton of anticipation for me, and the effect adds some much needed flair. One thing I do like from the original is the little “I just woke up”-blinks he does after the wake up, definitely stealing those for the upgraded version.
You could for sure push this even further, adding even more effects, but I want to see it in the actual game before I do anything else.

I’ve also tried to come up with some more abstract (yet mirror-y) effects that can be used to add even more oompf wherever we see fit:

I had a ton of fun tinkering with this, Photoshop on the other hand did not. Surprisingly, having 1000~ layers in a single document will make Photoshop have “performance issues”? Who knew!

Fred here again!

I was thinking… Since I’m still interning as Lead Blog Master, and have ultimate and all-mighty power over this thing, why not focus on what I do best? Let’s talk some animatiooooooonnn!

I figured I could try to do like a step-by-step of some animation-related stuff I’ve been experimenting with this week. Just share some general thoughts and maybe some tips and tricks. Makes it easier for me to write about, and hopefully, it’s a bit interesting for you guys as well ;D Anyway, lesss goo!

So, this week I wanted to add some more epic and juiciness to the platforms appearing in this sequence:

Even in this state it actually looks pretty good, but I’ve always felt there’s been potential for some extra level of pizzazz here. It is the lead-up to the conclusion of the entire game after all, I would rather it feel overboard than overwhelming. Hopefully, we’ll find a sweet middle ground, but we’ll see what happens!

What I start out with here is just adding some basic movement for the smaller platform piece. My main gripe with the original version is that the movement was a bit too smooth for me, so I try to counteract that here by adding different speeds to the animation and points where it comes to a complete standstill. This just helps a lot with adding impact and force.

It moves! Looks kinda cool, but a bit too stale for my liking. Here’s a super useful magic trick I use all the time to help add impact and feedback: add a few frames of wobble at the moment of impact. The wobble here is super simple, just moving the platform a few pixels over the course of 4 frames. Super simple, but super effective!

Now I want to add a bit more anticipation to the whole animation, just to make sure players have the time to adjust their focus. This is super important when animating in general, if you don’t give your spectators a tiny heads-up something cool is about to happen, they could end up missing that sweet animation you’ve spent tons of hours on. In games, it gets extra tricky because there are so many situations where a player has to focus on multiple things on the screen at once. I battle with this a lot myself, even if I’m slowly getting better at it. ANYWAY, less talk, more animation!

Some added “oh lawd, he cometh”-wobbling and we’re good to go!

So now we’ve got the player’s attention, time to take advantage of that and add some more KA-PLAOW!

Much better. Not too over the top, but still way juicier than before. I added a small trailing effect here as well, which I’ve tried to keep intentionally simple. It’s basically just a square lagging behind the platform for 2 frames. Since there is a ton of different platform pieces both in size and visuals, I want to keep as much of the animation as modular as I can. If I can create effects that Teddy can easily recreate using code, that’s the dream!

So, while the trail looks kinda sweet already, we can do better. Time for my favorite; particlesss!

Here I’ve basically just added 3 different particles I made and copied and pasted them a bunch. I could probably have added more, but doing so in Photoshop get’s so tedious and time-consuming, especially when you want to try out different timings and stuff like that. Since the particles are also something that Teddy will control via code, it’s just easier to fine-adjust them at that stage.

We’re missing the most essential thing of all:

Smoke, the salt of an animator’s kitchen!

At this point, I dunno, I feel kinda happy! Like I’ve said, a lot of stuff here can be adjusted and fine-tuned in the code later but this looks solid as a base! As always it’s going to be exciting to see Teddy translate this “prototype” animation into the game, he usually does an amazing job so :) I will update you guys when we have more to show on that front.

As a little wrap-up, here is the entire sequence, with more than just the one platform:

I’ve messed around a bit with another added effect for the main platform which I don’t think I nailed fully, but I still think there’s something there to keep exploring. Added a touch of wobble to the big papa platform as well!

Anyway, thanks for reading this week’s issue of “Fred’s animation blog”! Will I be back next week? We’ll see. Until next time, love you all. Baaaiiiiiii! <3

Picking up from last week; we are starting to feel very optimistic about our refining of Zhamla’s normal attacks. They are much more fun to deal with, they feel more varied and they’ve solved some of the clarity issues we had before. 

The only downside to all this positivity is that Fred has a bunch of new animations to tackle. Zhamla poses two normal attacks in all three directions (it’s technically four, but the left/right is just a mirrored version of each other) with the ability to finish his attack pattern with either of them. This means Fred needs to create 6 unique “Hey, I’m open for attack now!”-animations to indicate to the player when it’s time to fire back at Zhamla. It might seem a bit excessive but in the end, we feel it will be worth it. Zhamla deserves that extra bit of polish only reserved for the finalist of final bosses!

So, while Fred is busy with that, Teddy has put together some prototypes for some new potential attacks for the King of Collecting!

First up, we have another take on screen-wide fire move. As with most attacks like this one, its main purpose is to give the player a change of pace more than being overly difficult. Since the area of attack is so massive, we want to make sure players have ample time to react properly.

For the other attack, we went with another element: Lightning, with a touch of rain!

The first iteration of the attack both looked and felt a bit overwhelming during the testing, so Teddy did what he does best and cranked it up a notch:

Much better! Once again not the most difficult or threatening attack on its own, but it can easily be combined with other patterns and combos to add a bit more spice where we feel it’s needed.
Visually there’s still more to be desired, Fred has already been tinkering away with some suggestions:

The idea is to have a more pronounced lightning effect in the middle, surrounded by a bunch of smaller bolts. We’ll see how it turns out next week :)   


In the last post I mentioned recording a bunch of videos showcasing some of the stuff we’ve done so far with the final battle. Without further ado:


First above, the sequence where Zhamla breaks the room to reveal the sky outside! In this prototype, we still use the red sky, but in the final version we might change it around so a night sky with stars will be revealed instead.

Next up, a little updated sequence with Zhamla’s summons! Here you can see the swap between the red sky and the night sky, as it happens when Frosty Fiend appears:


We’ve also made an updated heal for the sequence where you need to damage Braazlet. We’re still missing the proper HP-bar graphics (which I made last week) in the prototype below, but it should be added soon:


Finally, an assortment of new attacks and patterns:

   
Keep in mind that all of these are still in the prototyping phase and will get polished quite a bit more :)

One of the very final scenes in the game will take place above the blue skies, in space, where Grindea herself has one of her dwellings. We thought a lot about how to do the transition between blue sky and starlit night, and after having tried out a bunch of gradient options, we decided to simply go for an easier (and prettier) solution: clouds!

Once you get high enough, there will be a thick blanket of clouds, and as you emerge above them, there will be different colour clouds and a starlit sky behind them.

Here’s an early sketch, the the corresponding new clouds needed:

And now it’s time to render the background:

After painting a ton of floating stones, it’s now done! Well, at least my part of the work – time for Fred to animate some cards/stars :)