Now we come to the drama that inspired all this hullaballoo.
In Wolfenstein, the player is able to walk 8 directions, while aiming his gun 8 directions.
In Vargenstone, the player is supposed to walk 8 directions, while aiming his gun 8 directions.
That is 64 versions of each animation involving the weapon. 64 walks. 64 idles. 64 attacks. Even keeping the framerate low, to 5 or 6 frames, and at the low quality where I spend 20 minutes on an animation, that’s… a bit of work. When you consider I have to make a separate version for when the dwarf is disguised and armored, it’s 192 versions of each animation.
Now it’s not quite that bad. One of those elements (aiming or walking) but not both can be mirrored for all the left- and right-facing animations. So that reduces us to 40 instead of 64, or 120 instead of 192 versions of each animation. But that’s still one full time week per animation per character. Except I need to spend more than 20 minutes per animation.
And if we set aside my complaining about work, that’s a lot of graphics data to try and store in a game that’s meant to run in your web browser.
Wolfenstein solves this by not solving this.
Your body can animate going four directions, but because of the low possible fidelity, they are almost indistinguishable. Your gun can point in, IIRC, 5 directions per hand, and be in either hand.
Enter the Gungeon solves this by animating your character in four-directions: the diagonals.
That reduces the number of character animations to 2 sets which can be flipped. Since both sets are facing to the side, they then attach your gun to the side, and rotate the gun sprite in code, giving them 180 degrees of rotation on each side.
Again, they are able to get away with this in part because of the look of their graphics. If I were to make Vargonstone work this way, I’d have to redesign the graphics from the ground up, and then get approval from the designer, who has already approved the concept work I did 4 years ago.
Now, I could probably get away with doing one of each animation in each direction. E.g. if you aim southwest and move north, the southwest walking animation plays. This kind of shenanigan is done in games all the time. Even in big-budget, AAA, 5 to 10 year dev cycle games.
But I’ve chosen to split the torso off from the legs because I’ve decided to make the work I had previously done work. Which brings us to where we are today.
Today, my goal is to draw a single frame of the upper torso aiming forward, for each of the five directions I need to animate in. Then rig it up in Unity in my little “art playground” scene so you can aim in 8 directions and walk in 8 directions.
The key will be the difference between the direction you aim and the direction you walk. I am convinced I can choose a rotation of up to 45° without it looking bad. So, if you are facing South, aiming south, southwest, or southeast are all acceptable to just play on the upper torso. I think a 90° twist that only manifests itself in the dwarf’s tiny, obscured gut is too unrealistic. My intended solution there is to turn his legs one notch toward his aim, so if he’s walking south and aiming east, the south east walking animation will be playing with the legs. And then for the remaining possibilities, I intend to play the walking animations backwards.
Onward.Continue reading “Vargenstone Devlog 4”