ASM Advanced Game Design

Erik Brown, erik.brown@asmprograms.org

Meeting 11

MC: Jaylen

Tomorrow: Eden

 


LVL2

 

Work session

Since LVL1 has a July 15 deadline, it would be good to have the group game finished by then as well. You can take all the time you need for your personal projects.

 

 

LVL1

 

Tomorrow: Progress Presentations

 


Animation

Aka: when sprite animations become alive

 

There are 12 classic animation principles. We pay attention to them because:

  1. They add "realism" Meaning: we believe in the animated motion, because they remind us of real physics.
  2. They create engagement Meaning: we pay attention and like it better


Suspension of disbelief: when something is obviously fake, but we are willing to accept it as real. We agree to "participate" (mentally) as an audience.


Here are 6 of the principles:

 

Squash and stretch

These are exaggerations to give sprites a sense of weight and/or flexibility.

 

Ease In, Ease Out

This is when sprite movements overcome inertia, build momentum, and lose momentum.

 

Arcs

 

Anticipation

As a sprite prepares for the start of a movement, the delay allows audience to imagine the movement even before it happens.

 

Follow Through and Overlapping Action

"Follow through" are parts of the sprite (like body parts) that continue to move when the sprite stops. "Overlapping action" is when parts start and stop movement on different frames.

 

Exaggeration of movements

In order for us to believe in animated movements (and the "physics" involved) they sometimes need to go overboard to make the movement clear to us, and impactful.


Tex Avery:

 

A video selection from Xavier:

 


 

Something to add to the Walking Sim demo — NPC:

Here's the latest version of the Walking Sim game:
sans-day-off_finished_with-goomba.c3p