For a change, I decided to sometimes talk about the mistakes that I made during development.
1. Rather to draw.
A hundred times I caught myself on the fact that in my imagination I was drawing too much a visual image of a character, then I was amazed by his ideal nature and ran to the artist, forgetting about the subtleties of animation. And only after image was ready I set a detailed mechanic on the character .
With this approach, there was an incident with ogre.
Large, with a cudgel, causes damage to the area, okay draw - it's simple.
But when everything was already drawn, and I gave the character to the animator, it turned out that the cudgel was in the wrong hand. Visually, the ogre beats too far away from itself and misses the dwarves who attack it right next to it.
I was lucky that the animator came up with an idea and saved me from redrawing and overpaying.
He suggested pushing the dwarves away with his foot, in which case the blow would fit perfectly.
And so the ogre's mechanic was born with a push and a long-range blow to the area.
Although it turned out pretty fresh, and if it were not for this mistake, it would have turned out to be a banal troll that just hits with a cudgel, itβs better to think everything in advance, it will save you both time and money.
Therefore advice:
1. First, in detail (!) Think over the mechanics.
2. Choose an approximate character image for this mechanic.
3. Hand-draw a animation sketch (the character's main interactions with the opponent)
4. Now you can strain your imagination and come up with a super cool image.
5. Well, describe in detail all this to the artist.
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