Weekly Update Animation
I made a lot of progress on one of this game’s big projects this week: I have been working on revising the game’s animation.
Currently the game just displays a few sprites which are moved/rotated slightly, which I guess is okay except that it is all hard-coded. So I’ve been working on adding keyframe animations. The interpolation between frames makes for much smoother animation.
Well, it would be smoother if I didn’t use the same placeholder artwork. However, with this keyframe animation, I have a lot of flexibility to create new types of pigeons, even with different physiques, so that’s kind of cool. I still have to integrate the animation logic into the game of course, but that should probably be easy. I’ll be working on that in the next week.
I actually want to write an article on how I am implementing this feature, for anyone that’s interested. I mean, it’s really nothing special, but there are a lot of little tricks I’m using, maybe some people would find such an article useful I hope? Anyway, look for that in the next week, hopefully I’ll get something up.
Also, in case you are here for in-game footage, here is a closeup on pigeon crowd dynamics:
Now you can see why it’s so important to shove other pigeons out of the way sometimes. You can probably also see pigeon heads floating around due to a collision bug.