![]() There’s nothing worse that wasting a few hours making an animation, and finding out it doesn’t do much good in-game. So what does this have to do with frogatto? By sketching monsters, and trying them out in game, we’re better aware of which animations are needed, and which ones are superfluous. ![]() Animation works exactly the same way, except multiplied by however many frames long the animation is – and given the average videogame animations, this means it’s easily around 10x as important than with just still drawing. To correct the pose/composition/layout, you have to destroy a bunch of your detail work to rebuild the more structural parts of the drawing. The idea is to do this, before working on all the putzy, time-consuming details, because if you do the details and then find out the pose or overall shape of something is wrong, you’re wasting tons of work. ![]() All it is, is just drawing the bare minimum amount of stuff to visually suggest something especially, to suggest the macroscopic shape/pose/layout of some object. Sketching in art has one primary purpose. There are tons of reasons to shoot for this as a process – in fact entire books have been written on the subject as it pertains to programming. In coding circles, this might be called rapid prototyping. We’re trying to move to that as a process, instead of meticulously drawing a fully-detailed, fully-animated enemy and only then working on implementing it in game. ![]() Mostly “milgramen”, which is to say, Milgram’s Minions™. Added some new, but only “sketched” enemies. ![]()
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