It's been a little over 2 weeks and we've made some progress but wish there was more! I've been finally able to create a top piece for Evelyn that I am happy with, and I've recently started practicing my stop-motion skills again (that I haven't used in a little over a decade!)
So far I have a small idle animation loop and a pick-up animation (that looks like her going "darn" but I digress) and been working on getting a serviceable walking animation. Once I do all of that I just have to do all of those in all 4 directions! They are of course not final, due to the fact in all of these I hit my foot on the tripod once in every filming I've done so far, so I need to figure that out first LOL! Her feet also have a tendency to shuffle around a lot, so I'm gonna get some posterboard tack to keep her firm on the ground when animating again.
Originally I wanted screws under her feet, but the shoes ended up being too small for the type of bolt I got...
Ideally, the way the camera is angled should be servicable for most levels in the game, but it requires thorough testing and prototyping, which I have only just now (re)started.
Built a green-screen stage for her and have put off on working on the actual level for the game, mostly due to the fact it's raining all the time near me, it's cold, since I'm required to woodcut and paint these things, so in the mean time I used some spare plywood and made a stage to put Evelyn on for animating.
I theorize that we can achieve an effect similiar to how the early PS1 games worked, with Pre-Rendered "2D Backgrounds" with a 3D characters. In our case the character is technically a series of images projected on a flat plane. How this will look in game remains to be seen, which will be the subject of the next devlog, which would be more about gameplay aspects.
Anyways, that's all for this devlog, not much to talk about, but just wanted to post something anyways!
See you next time!
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