|
4. Roll your own.
At the beginning of development, I spent a few weeks researching
various modeling software, before realizing they either did not meet my needs
or the cash in my pocket.
To create Weapon
of Choice, I wrote Mommy's Best Level Editor and Object Editor (for
modeling and animation) in about four months, which provided powerful control
and fast gameplay creation.
I don't commonly see games with objects that animate color
and translucency, and I made sure to incorporate this into the Object Editor
from the start. The first creature encountered when playing, the Air Bladder,
swells up before shooting, which changes its namesake, vein-covered sack
translucent and slightly yellow.
This animation control was used many other
places, and starting immediately with such a strong case provided a good
example to follow.
Figure 7. The Air Bladder 'shoot' animation shows the translucency in
effect.
For me, the best use of technology is to incorporate the
most unique aspects of the engine into the gameplay. Mommy's Best Object Editor
allows for complex skeletal systems to be created and then rendered using
sprites attached to the joints.
Limbs can use a verlet chain to control motion
with a hand or foot driven by animation. Integrating the editor and game code
allowed for subtle polish, such as accessing the joint chain for the legs of
the operatives or aliens, and having their feet properly animate on uneven terrain.
This ability fed back into the level design; I felt challenged to create levels
that looked opposite to often flat, tile-based design.
Figure 8. Screenshot of Xerxes fighting a Wrap Mouth. Xerxes' legs are reoriented in code after animation initially positions
them.
5. Sometimes Quantity over Quality Works Too.
From the start, I had to decide if I should animate
characters with a sprite for each frame of motion and only have a few,
gorgeously animating objects, or should I have a ton of animation using a
key-framed approach more akin to 3D games, which at times can bend limbs in a
weird fashion.
While I love the look of the Metal
Slug series, 16-bit Aladdin,
Flashback, and other sprite-animated games, I decided a sprite system
rigged to a key-framed skeleton would get me the most animation for my time.
This
resulted in dozens of different trees, grasses, vines, leafy plants, spikes,
tentacles, eyes, and appendages, all flowing, flapping, dangling, and swinging in
perverse yet attractive fashion.
Figure 9. Wrap Mouth animation frames 18 through 24. Note the skewing of the limbs in some poses. While still noticeable, it's
difficult to see during gameplay.
Here is a break-down of in-game art objects and their animations:
|
|
Environment
(rocks, trees,
clouds, etc)
|
Enemies
(monsters, living
bullets, etc)
|
|
Art objects
|
250
|
125
|
|
Animations
|
85
|
600
|
Environment animations were shared across many different
objects, but for the monsters, which are the most important, I created many unique
animations. I believe it would have taken me years to fully animate that many
creatures in the classic sprite fashion.
For MBG's next project, I'd like to improve the ability to
change sprites on a skeleton in order to combine animation methods, resulting
in the best of both worlds.
|
I have to stress how unique this title was in all aspects. I'm not talking about slight innovations, but rather, something completely different. I've never played a shootemup that had branching levels and stories (these aren't slight differences in the ending, they are completely different perspectives). Of course, the weapons are things never before seen in a game like this. The same can be said of the controls, in particular the ability to spiderwalk on any surface. The art (though I suppose my graphic designer friends would have issues with it) really look like they came out of a sketchbook, and isn't very typical of the art you'd see in 99% of games out there. The bosses are just twisted and epic. Despite being a short game (for $5 I'm not complaining at all!) there's so much here that's impressive, that I really, really hope MGB is financially rewarded and able to pump out more titles.
Looks like Insomniac is loosing the best programmers :-)