![]() So far, my most advanced scene features someone being held back, breaking loose, and charging someone else who ducks and backs off to the other side of the screen. I’ve gotten rather good at them by now, though, so what looked daunting before is manageable today, and a lot of the code I write can be reused. Still, they take a lot of time, mainly because there’s a programming learning curve. They’re not really animations, just simple hacks to visualize things like sighs, heavy breathing, trembling, and so on. That means zooming, panning, displaying different expressions, and making quasi animations. That word sounds a bit much, all I’m doing is trying to get as much value out of all the art as I can. I’ve commissioned and received the last scenes I needed for the demo, and I’ve kept chipping away at the “cinematics” of the game. The spring and summer has been fairly productive. So, it’s almost August, and a summer update is definitely very due now! Thorne looks shocked at getting a summer update.
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