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Locust

Mecha metroidvania

An exploring/mercenary game, with compound machines, with a BIG focus on pixel art.

Development

Procedural Animation

Procedural anim
Animating with Composition

(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!

AnimationPlayer

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.

Procedural anim
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Mars animated avatar
Animator and pixel artist turned game developer.

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