[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/ic/ - Artwork/Critique

Search:


View post   

>> No.1678007 [View]
File: 330 KB, 320x230, uptilt.gif [View same] [iqdb] [saucenao] [google]
1678007

>>1677787
>>1677790
Hello, one of the animators on vacation here (I get to go back to work tomorrow, I can't wait), you sound like one of our newcomer sound guys but I digress.
I'm not sure why planning the rest of the boards' movesets first would be a good idea at this point. Wouldn't it make sense to focus on one character at a time? It does. Having actual finished content in our hands would also have other boards more willing to cooperate when it comes to planning a board-tan's moveset seeing how we have proof that we're capable of making it happen.
We currently have five animators on the team, not two. (I think we might have a few more by now) And the team keeps growing over time (no idea guys)
We've discussed the number of animations per board with the boss, hell, everyone in the group multiple times, we've even cut a few combo concepts to cut down on the workload. You can check /v/'s movelist on the doc. Maybe we could repurpose the run+jump+attack concept to be an aerial attack instead and just have the player select which aerial they'd like to do instead of having a completely unique attack happen too. What do you think, boss?
Anyway games take effort to do, we're putting in that effort to make it. We're asking for critique on /v/'s moveset because we want to be sure it's good enough to get finalized. You can help us by writing up an essay on what's wrong with /v/ so far rather than one about why this project is hard to make.
Like having this happen for the axe kick.

Navigation
View posts[+24][+48][+96]