Celebrating Little Wins

I have a guy on a screen. He has a waiting, ready, and highlighted animations. I can switch between them at will. The animation system has a compatibility layer so that when I use tweens or Spriter or Spine instead of Unity’s native animation system, my logic code will never know the difference.

Criticisms: I’ve spent too much time making this look nice. I should not have painted a backdrop, but continued using a random pic off of Google DuckDuckGo. I should not have put nearly so much effort into the character animations, since they will ultimately be replaced anyhow.

Next step: actually implementing character speed and Action Points so that the character is not ready or ready at given times. Then, we can worry about whether a ready character may be selected.

Here’s the scene without all that nasty GIF compression.

Update

Got a little Action Point interface bubble made. It’s charging as I physically drag the slider for its value around, rather than in response to any battle code. But I thought I better put it here as I’ll be away from my computer today and I like to ogle my progress when I’m unable to make more.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s