It’s been a long time since our last article about our activity or about our development. For the last months, game development activity really drains our brain and energy. One of the reason is the emerging market which we need to learn in, the current largest PC gaming market in the world, STEAM.

Several times ago, we’ve released the first batch of our product on Steam, named Multishop Tycoon Deluxe. This time, we want to share our story about the progress of our newest game, entitled Legion Tale. This game will be released soon in 2017 on Steam.

Actually, we would like to share many things about any moment when we’ve been developing Legion Tale. But today, we will share about character animation process.


Searching process of character's animation

A video game can’t be separated from animation. In the book Art of Game design, animation becomes one of the main components of game design, along with 18 other points. It is a crucial point to bring the vibe of every action from each Legion Tale’s character.

To create qualified 2D animation, Flash still becomes our mainstay. The first step, the animator selected and composed every body part from the character drawn by an artist. Those body parts were put down on separated layers. After that, every layer were animated one by one according to selected animation keyframe.

 

 

This process continues to character's position facing the other way. Not only front isometric position as shown above, but also other positions which show many different sides of character, like the front, back, side and rear isometric.

 

 

This process loops for 19 more playable characters from the Legion Tale. This image below shows special attack animations from the character of Venda that has been animated completely.

 


 

In a few frames after Venda's leap motion, the frames of body parts were removed to yield an effect of a high leap. Yet shadows are not removed, so the leap motion looks real. Shortly when entering the next keyframe, the frames of body parts made to be viewable again at the same time with added visual effect of smoke and an impressive blue slash, to give a sense like Venda were attacking from above.

We applied anticipation principle when animating Venda’s character, shown with squatch position shortly before Venda’s special attack leap.

For an upcoming update, we’ll show you some steps to polish the battle arena in Legion Tale by our environment artist. Stay tuned!

(This article first published in bahasa Indonesia. The content translated by Anis Ummu Mufid.)

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