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Stun Animations
FleurN21 edited this page Oct 5, 2021
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I created a stun animation, by applying a partially transparent red overlay image onto the existing attack animation sprites. The idea to use a partially transparent red filter was agreed upon in a group discussion with the player team. This decision was based on the principle that red usually represents injury (ties in with blood splatter). It would also be a very clear representation that the player was injured, without implementing a additional, time-intensive sprites i.e. showing a specific injury like a knife wound.
The same partially red filter was used for all elf types (boss, guard, melee, ranged, assassin).
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals