SPECIAL FEATURETTE: ANIMATIONS
I've been posting the process phases of the animations I do for Cryamore on Discord, Twitter and Facebook but to anyone that hasn't seen them yet, have a look at the process it takes to create animations for the game.
Above are all the directions that had to be done for the fist weapons, the Knuckle Dusters. As you can see, there's multiple phases it has to go through where I start with a sketch dummy animation to get the motion down, followed by cleaning it all up so I can just give them a coat of pixels which starts with applying the linework in pixels, laying out flat colors, shades, highlights, extra parts (like hair or tails) and then any VFX necessary that needs to be baked into the animation (steam jutting out of weapons, dust from stomping, etc.)
With Esmy's sprite size and framecount, she has more than enough to be in a fighting game and that's just for facing sideways. The Knuckle Dusters and some other weapons are just 3 directions (east and west are mirrored to make 4) but other weapons have 5 directions (8 directions, 3 of the 5 are mirrored) and each weapon has secondary attacks, and then you consider some of her abilities require, unique animations as well.
Here's another look at a the process phases of a different animation.
Rob and I try to design smart as much as we can and that's why we can get away with some animations being just a single direction.
Currently, Esmy has the following animations in her library:
Actionfail - 3 directions, 14 frames each
Cast Mid - 5 directions, 7 frames each
Cast Ground - 5 directions, 7 frames each
Cast High - 1 direction, 22 frames
Cast Throw - 5 directions,
Cast Shield - 1 direction, 12 frames
Knockout - 1 direction, 15 frames
Buff - 1 direction, 19 frames
Fatigued Idle - 3 directions, 6 frames each
Fatigued Walk - 3 directions, 10 frames each
Faint - 1 direction, 15 frames
Hit - 3 directions, 7 frames each
Knockdown - 3 directions, 15 frames each
Idle - 5 directions, 10 frames each
Item Get - 1 direction, 6 frames
Napbag - 1 direction, 19 frames
Run - 5 directions, 8 frames each
Run Cast - 5 directions, 8 frames each
Anemospin - 1 direction, 20 frames
Boulderdash - 5 directions, 17 frames each
Rockfist - 3 directions, 15 frames each
Frozen - 1 direction, 25 frames
Vanish - 5 directions, 17 frames each
Weapon Sword A - 3 directions, 8 frames each
Weapon Sword B - 3 direcitons, 8 frames each
Weapon Axe A - 3 directions, 13 frames each
Weapon Axe B - 3 directions, 23 frames each
Weapon Crossbow - 5 directions, 12 frames each
Weapon Dagger A - 3 directions, 8 frames each
Weapon Dagger B - 3 directions, 9 frames each
Weapon Dagger C - 1 direction, 12 frames
Many thanks to assists from great people and friends like Michael Azzi, Zach Robinson, Ian Brock, Keith Erickson and John Crayton who helped with a few of those animations in the library.
That's about 1,281 frames of animation altogether. That's not even including townsfolk, critters, monsters, bosses (some larger than Esmy) and unique VFX animations. It's tough work but we want to make sure the game looks amazing while also playing as good as it looks. We put our all into the work and we hope it shows.
With that said, here's a look back at some of my favorite animations I've done for Esmy.
QUESTIONS AND ANSWERS
Here's the questions we've gotten asked so far from various sources:
bram asked:
With the release (and overwhelming success) of Nintendo Switch, have you decided or are you considering a release on Switch now?
We've been asked this many times by a lot of people in various fronts so, I'll answer this first. We've considered releasing on Switch but you have to be aware that before you can release a game on any console, you need to have a devkit first to test your exported build on and make sure it runs correctly because of the different architecture and hardware configurations compared to a PC/Mac which we develop the game on.
We currently still have the Wii-U as our Nintendo platform but we do want to try and get a Switch devkit as it's slowly phasing out the Wii-U and many developers have claimed that porting to the Wii-U is quite difficult compared to the Switch so it'd be a win-win if we do manage to get a devkit. Though keep in mind, you either rent or buy a devkit so it's not free and you also have to apply for it as they don't hand one out to just anyone.
If we manage to get our hands on the Switch devkit, we'll be sure to announce it.
Fredrick R. Davidson asked:
Discord? How and when does one connect with team members on Discord? :o
You can find the link to the Discord server in this update:
Just search for the word Discord in the page and you should find the link to the invite. Otherwise feel free to DM and if you're a backer, I'll give you the link.
avarisclari asked:
I have one request for cryamore if you guys are willing to do it: implement a speedrun timer that uploads it to a db and checks the times. Any% and 100%
We'll try to implement that if we can, avarisclari. We are curious ourselves after all how quickly one can finish the game.
Given how big the assets and textures are, how large do you think Cryamore will be in terms of install size?
Our SVN folder isn't really that big all things considered. I'd estimate we'd be able to fit into a 4GB DVD if not an 8GB dual layer, tops.
alchemisthero asked:
Who is writing cryamore?
Cryamore's overall plot is Rob's brainchild, I help flesh out some lore and we had scenario writing help from our VA director Chris.
Overall though, the final script has to go through a few back and forths between Rob and the publisher to make sure that everything is up to the standard of EFIGS translation (English, French, Italian, German, Spanish) and ESRB ratings (in case you forgot, we're going with Teen).
sky asked:
About releases and "PC" Linux is still worked on?
Yes indeed. We have a Linux port still in our sights and we've got backers that will help us test the Linux ports when ready.
Phosphatide asked: it’s been a while since i’ve caught up on cryadeving and wanted to remind myself: what consoles will the full game be released for?
We're currently set to Playstation 4, Xbox One, and the Wii-U.
Once more, Switch is being considered.
lemonrev asked:
tenpoundpixel hey, can you make bunnies run around esmy while she sleeps ?
I'm animating critters for the overworld but Rob's the one who'll have to rig it all up together in code so that they appear around Esmy while she's sleeping on the field.
Alexander Mills asked:
Release date?
With only two people working on development of the game, we're doing our best to get it done soon, BUT done well. You'll have to forgive the lack of a clear release date but we're making sure it releases.
Stephen Wilson Jr. asked:
Man, loving how this game is looking. Hope there is a hard difficult mode. I wasn't a backer, but I'm ready to give you guys my money. Keep up the good work.
Thanks! We're giving it our all with development!
Regarding difficulties, we're including three levels of difficulty for players looking for specific types of challenges while also trying to make sure the challenge is fair and just, and that the player will be aware of what they sign up for when choosing to jump into it.
Ryan Weible asked:
Just a thought, i know her weapon i fist based, but since its the "martial arts" esque weapon, does she have any kicking moves?
We wanted to make the secondary function of the Knuckle Dusters be kick-based moves but felt it wise to just go with a parry for more utility and skill usage, and also to decrease the amount of already heavy animation work.
Sorry, Ryan. Hopefully you'll still enjoy punching the hell out of all monsters in your path and parrying their attacks for even harder hits.
ART SPOTLIGHT
After seeing the design and animation I did for the Napbag, Rob whipped up a promo illustration to go with it and dubbed it the Berrybunsie. You can clearly see how comfy it is to wear and sleep in, even if you're on a grassy field, a fiery volcano, a frozen tundra or an arid desert. Just don't wear it underwater; while it may protect you from fatigue, you won't manage to avoid drowning.
Here's another break sketch that Rob did this time with the bubbly Sorbet and the snooty Deseret. Who is best girl among the two?
Rob also did a style switch-up featuring Esmy in the style of FF7 era Tetsuya Nomura.
She may not be a member of SOLDIER or be infused with Mako but she's got two condensers that act like Master Magic materia.
FAN SPOTLIGHT
Finally let's cap things off with another look at creations from our amazing community!
Mellow Marz (@Heartless Hat) Drew Esmy in a Layton-esque proportion and style and we agree, she'd definitely play the role of a bookworm in that universe.
Sarrus (@Malchion) made a heroic looking Esmy with her trusty Butcherknife slung behind her.
Finally here's a low poly 3D model that
The Regressor (@the_regressor) created soon after seeing the Napbag animation and illustration
Thanks so much for all your creative works, everyone! Seeing them always brightens our day and keeps us going! ♥
With that said, I hope you all enjoyed the compilation of development so far. Remember that I pepper quick progress updates of WIPs and final products related to Cryamore all over the Discord, Twitter and Facebook!
- CM Alan (@tenpoundpixel)