Locust
Mecha metroidvania
An exploring/mercenary game, with compound machines, with a BIG focus on pixel art.
Development
Procedural Animation
(The image to the left shows a small refactor)
As the mech units are too big—mainly their sprites—
it is a bit hard to draw each frame on a walk animation.
But the main reason to work with this type of composed animation
is its procedural capabilities.
There was this good, simple tutorial on Youtube about
walking around and having the character's gun point towards
the mouse position. The idea is similar.
Instead of wondering when the player is about to shoot, or
penalising him (and stopping the unit to attack), just
because the resulting animation is too much work seems
backwards.
Of course a lot of transitions will be needed in a sprite with this
size. It would look choppy otherwise—well, more work to do!
Then, the AnimationPLayer in Godot has its cons, but I am mostly a fan of it.
Calling functions, messing around with offsets, dynamic layering. My main
difficulty with it is making transitions deterministic—which is solved through
the AnimationTree node. This and... I don't think the interface was made to the
type of work I tend to do. Each new animation to implement take way longer than
I would like to.
Nonetheless, I quite like the process and what I can get out of this.



