:!: Update - 30th Jan: :!:
Finished my fifth pass (yes! Fifth!) at the wolf's run cycle. I'm posting this progress on the forums of the engine I'm using too, for some broader feedback, and there are some animation pros over there. With their advice, the animation has been significantly improved. I'll update it once more when I know exactly how I want the wolf to look, and when I've finalized how the physics will work in-game (run speed, acceleration, jump height, falling speed, etc). I'll also add more frames to the animation at that point to smooth out the tail and legs further.
For now though, this is how he looks:
:!: Update - 17th Jan: :!:
Finished my first pass at the wolf's basic run cycle. Animation is completely new to me, so I'd love feedback on this one! Anything that stands out, looks odd, let me know. The design of the wolf is still WIP, especially his head. Animated GIF in the spoilers below, followed by original post about the concept art:
Been working with an engine called Construct recently on an open-world RPG with hand-painted high-rez textures, dynamic wind blowing leaves and grasses, butterflies fluttering around meadows, and leaves drifting down streams. The game was so intensive that it crashed to desktop before I could even add NPCs and scripts...
So I'm going to work on something smaller. An artistic platformer about a wolf with the power of the elements, traveling across the land to find an ancient oracle who may hold the key to discovering a way to save his pack, and the whole world, from a nameless corruption spreading across the world. I'm not aiming for anything revolutionary. I'm aiming for fun! I want a handful of levels, that allow the player to use the elements (focusing on and upgrading his favourites) to get through each level in various ways. Wind for speed, water for defence, fire for offence, earth to call upon the land to open up new paths. I want two stages within each level - one in the day, and one at night - to highlight the ongoing journey.
That's the synopsis! Below is some concept art for the first two levels, the second one at night. I'd like some thoughts on the art style since they're designed as basic mock-ups of gameplay, and if anyone has any suggestions on engines I'd love to hear them. I have zero coding experience and would sooner hire someone else to code than learn myself. I'm all about the visuals :P
Thanks for reading ^^
Concept Art in spoilers below. Large images.
Finished my fifth pass (yes! Fifth!) at the wolf's run cycle. I'm posting this progress on the forums of the engine I'm using too, for some broader feedback, and there are some animation pros over there. With their advice, the animation has been significantly improved. I'll update it once more when I know exactly how I want the wolf to look, and when I've finalized how the physics will work in-game (run speed, acceleration, jump height, falling speed, etc). I'll also add more frames to the animation at that point to smooth out the tail and legs further.
For now though, this is how he looks:
:!: Update - 17th Jan: :!:
Finished my first pass at the wolf's basic run cycle. Animation is completely new to me, so I'd love feedback on this one! Anything that stands out, looks odd, let me know. The design of the wolf is still WIP, especially his head. Animated GIF in the spoilers below, followed by original post about the concept art:
Been working with an engine called Construct recently on an open-world RPG with hand-painted high-rez textures, dynamic wind blowing leaves and grasses, butterflies fluttering around meadows, and leaves drifting down streams. The game was so intensive that it crashed to desktop before I could even add NPCs and scripts...
So I'm going to work on something smaller. An artistic platformer about a wolf with the power of the elements, traveling across the land to find an ancient oracle who may hold the key to discovering a way to save his pack, and the whole world, from a nameless corruption spreading across the world. I'm not aiming for anything revolutionary. I'm aiming for fun! I want a handful of levels, that allow the player to use the elements (focusing on and upgrading his favourites) to get through each level in various ways. Wind for speed, water for defence, fire for offence, earth to call upon the land to open up new paths. I want two stages within each level - one in the day, and one at night - to highlight the ongoing journey.
That's the synopsis! Below is some concept art for the first two levels, the second one at night. I'd like some thoughts on the art style since they're designed as basic mock-ups of gameplay, and if anyone has any suggestions on engines I'd love to hear them. I have zero coding experience and would sooner hire someone else to code than learn myself. I'm all about the visuals :P
Thanks for reading ^^
Concept Art in spoilers below. Large images.