Cranking away on Gazael’s moves set, I’m happy with how she’s turning out. She’s very similar to Azriel in that they’re both sort of angelic in nature, so the challenge has been avoiding making them TOO similar. Her moves are very shiny - they range from using her halo as a blade to using her wings to create giant fists and cat-like creatures. I think she’ll be one of the more fun characters to play as.
The remaining animations are two special attacks, a throw and a finisher - and then everybody else’s finisher being performed on her. I’m indifferent to those animations, there’s something twisted about animating a woman’s death in so many variations. Pixel or no pixel, I feel a little dirty. There’s a reason there’s more male characters than females in games like this!
Ugh - I have to make her clone animations too. Good lord.
Sooner or later I’m going to have to dive back into the action script and fine-tune some of the AI. It functions, but it’s still a little buggy and on a very easy difficulty, so creating multiple difficulties each with an emphasis on different aspects of gameplay (defense/offense) is going to be a challenge. It’ll be worth it in the long run. The issue I’m having is trying to decide when I’m doing too much animation or too much coding, trying to find that balance so I don’t lose interest but at the same time trying to make progress in the most efficient manner possible. Animating isn’t the most vital part of the game at this point, but I need to do it to stay interested. It’s my dessert.
As I mentioned in my last post, I plan to have another playable demo ready soon for you to play with, as of now I’m trying to determine what should be in that demo. Same old gameplay with more characters and varying difficulty? Menu work? More backgrounds? I guess we’ll just have to wait and see now won’t we?
Hopefully by Monday I’ll have a video demo of Gazel’s gameplay. I could have made one last night, but I’d rather you see her in all her glory, not bits and pieces.
Okay then. Back to work.