Big Update Before Holiday, To Do List, Some Animations Progress
Hey everyone!
Today is the last day for me to post an update before getting into a very busy period of time; holidays! I won't be posting much during the next month or so, but I wanted to share my "To Do List" before Aria gets her complete sprites set done! Here is the progress of every animations:
DONE ( or close to done ):
- - Idle Animation
- - Walk Animation
- - Crouch Frame
- - Jump Animation
- - 3-step Attack Animation
- - Crouching Attack Animation
- - Upward Attack Animation
- - Special Ability Animation
- - Stage Finished Animation
- - Dash Animation
TO DO ( not even close to done ):
- - Airborne Attack Animation
- - Parry Animation
- - Getting Hit Animation (x4)
- - Getting Hit Airborne Animation
- - Getting Hit Crouch Animation
- - Death Animation (x2; front and back)
According to the list, it looks like we're like 60% done with animating, but we're actually closer to like 30% because the most complex animations are to come. Those who played the game or know my little kinks know that I pay a bigger attention to the hurt/death animations, and I expect them to be very polished. The hurt animation will have 4 different variations ( 3 when hit from the front, one from the back ). Same goes for the death animation, it will have at least 2 variations ( I would love to do more but those take SO MUCH TIME ).
There are some changes coming up to the game directly in relation with these new animations too:
- - First, the stunned state ( after getting hit by a poisoning ennemy/trap ) will be removed. It brings very little to the game while most of the feedbacks I received mentionned it as a very annoying feature. Therefore there will not be a stunned animation.
- - Then, there will be some new mechanics. I made a dash animation so that Aria can use a new invincible dash ability ( with a cooldown ) to get out of tricky situations ( or get quickly into one ).
- - You probably noticed in my previous post, Aria now has a 3-step attack animation. You'll be able to use it in-game, obviously. That also means that ennemies will probably have more health too! ( Not all of them though )
- - I made an upward standing attack animation ( You can see the idea below ) that Aria will be able to use to defeat ennemies coming from above.
- - Aria will have a new parry ability. When used with an appropriate timing, you'll be able to parry melee attacks from the ennemies, but also reflect projectiles towards their source! ( Yes, more or less like a lightsaber ). This new ability will require a little bit of practice to be used efficiently and even though it can virtually make you invincible, there will be a quite heavy downside in character's mobility making you very vulnerable after using it!
That's it! You will find some progress on the 3-step attack animation (it is slow on purpose, will be faster in game) below as well as a first go at the upward standing attack animation.
Enjoy!
Get Rings of Titeia - Demo v0.3 [18+]
Rings of Titeia - Demo v0.3 [18+]
Kinky 2D action-platformer. Contains nudity. For adults only.
Status | In development |
Author | BigBeaver |
Genre | Platformer, Action |
Tags | 2D, Adult, clothing-damage, Female Protagonist, NSFW, Pixel Art, ryona, Voice Acting |
Languages | English |
More posts
- Latest stuff I've been working onDec 02, 2023
- Doo-doo-doodleJun 27, 2023
- Quick life updateMay 08, 2023
- [NSFW] Animation updateFeb 26, 2023
- More spritesJan 17, 2023
- Sprites updateJan 10, 2023
- Happy new year!Dec 31, 2022
- Aria's (probable) new look + updateOct 23, 2022
- Rings Of Titeia 0.3 is out!Aug 29, 2022
- Playtest finished - Plans for the futureAug 16, 2022
Comments
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Dang I actually really liked the stun animations (especially Lou’s), they were cute. Though I get that a ton of people don’t like stun as a mechanic.
Despite the fact that the stun mechanic will disappear, it's not impossible that I draw such an animation someday!
That’s great to hear.
I think the animations would be helped if her other arm and legs were more responsive- her actual sword arm is fine, but the rest of her body being still makes it feel floppy rather than impactful.
Thanks for the thought! As I mentionned in an earlier post, it's all still very WIP, I'm trying to work on the animation every now and then to improve it and make it more dynamic/fluent.
I'm a big fan of the fluidly animated hand drawn high res style this game's got. I think it really sets it apart. Can't wait to see what comes next!
Thanks a lot for the kind words!