Animation and level design ideas


This week I have worked on the horizontal walk cycle for the main character, who I have nicknamed “raincoat”. I am happy with how the walk cycle came out, but I want to add more in-between frames, so the walk had a cartoony and exaggerated look. 

I am excited to work on the vertical walk cycles as I have never done that before. I think it will be a good learning opportunity and make the game feel more put together for the playtest.   

The theme for this week's playtest is corrupted vision. Since I am focusing on the visuals, mainly movement and environment, I want to try different camera angles and post processing effects. I think looking at the contrast and lighting within the scenes might change the feel for the player and create a different experience.  

My last playtest went well but could have been improved if I had implemented more for the player to do and interact with. To create more interest for the next playtest I am going to add more to the level. The player begins in the Raincoats bedroom, and they will have the opportunity to explore their house. We think having the player interact with their environment will allow them to learn small things about the character slowly as they explore. 

We want to have a choice that will affect the gameplay later on, like choosing to take an umbrella or not before leaving the house. This is something that would be implemented later, but i will keep it in mind while designing the house.  

I am excited to design and decorate the house for Raincoat as I can add dept to their personality from the environment for the player. 

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