Game
Operation Echo (demo)

4 years ago

[Intro Animation showcase and Pause Menu Screen redesign]


[Intro Animation]

The current development is being worked on in order of Intro Animation -> Menu Screen as I mentioned in the previous devlog.

oe_top_s3.gif

The intro animation is still in progress. It's a challenging procedure that takes a lot of time since only two people are animating. However, we are doing our best to finish it with great quality.

And we are currently working on the animation and other works at the same time because we can't keep dragging onto animation!

There are too many tasks to be done, so it won't be easy to work on the animation in the future. So for smooth development, we are planning to complete the animation in format of simple slideshow first. And then work on the animation after some level design is complete.

[Pause menu Refined]

base_profile_screenshot_20210126_-_20253258.png

The previous one was not really efficient for the game because it was based on the vanilla Doom's menu.

screenshot_echo_20210126_202820.png

So we added the function to return to the main menu screen by responding differently on each screen, and the warning message of returning to the main menu during the game as well.

Although I kept posting devlogs all related to the graphics, there was a progress in another part. I will reveal more of the details in the devlog that will be uploaded later.

Thanks for reading!



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Next up

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It's been a while, and I returned with the opening animation! I participated in a contest called GIGDC. I will upload a short gameplay video soon.

Cutscene progress

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Animation progress.

Writing dummy data for the cutscene is almost complete. Now I can say getting closer to an update I guess

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New M16 is approaching... Now he looks more like concept art. I did some idle animation for him and also changed Sub-weapon's design for a more recognizable one.

Inserting some lines for the cutscene!

don't mind about the blue M16 it's just a placeholder