Friday, January 20, 2012


One of the hardest things we've had to come up with from the design side is how the transformations are going to look. We've had a lot of cool ideas, but they had to be scrapped simply because there are too many variables to account for. We needed an animation that would work no matter what state the player/enemy sprites are in and no matter which direction they were facing.

 Here's the idea I think we'll end up going with:
When the player kills the enemy it'll swoop down and compress into a little ball that hovers over to the player.
Once it hits the player he transforms into his new state with his new abilities (unless it's a slime...those don't give him powers. It just hits him and disappears).

Here's the first pass at the roughs for his transformation. I'll fix a few things then clean it up tomorrow:
It's a nice, simple solution that separates both animations, and should help them transition smoothly from any state.

1 comment:

  1. I love that pterro transformation. Can't wait to see more or try out the next version of the game.