EverEnding DevBlog, March 2017: Masked
In a bit of a weird spot right now. I’ve been working on doing the animations for the first and likely most complex non-boss enemy of the game, and I’m starting to feel a bit depressed about it. Working on…
In a bit of a weird spot right now. I’ve been working on doing the animations for the first and likely most complex non-boss enemy of the game, and I’m starting to feel a bit depressed about it. Working on…
I’m doing a terrible job of sticking to the schedule I came up with. I keep getting sidetracked by new tasks, improvements or things I forgot to put on the schedule. This last month, I finally got around to looking…
It’s been kind of a strange month for the project. I’ve made next to no progress on the task list I’ve created for the game, but I’m still largely satisfied with the work I’ve done. That is to say, I’ve…
It’s been a bit of a slow month for work on the EverEnding project for reasons which are largely obvious. About 10 days of the last 30 were taken up with a big holiday trip, under which circumstances I wasn’t…
I worked on two major things this month. First was the rolling animations, which are the two most complex animations in the main character’s animation set, with the possible exception of the running animations. I’ve gotten better at doing animations…
Another month, another set of animations. At this point I’ve got all of the basic movement animations nailed down, so next up is fixing minor issues with them and expanding out into the special movement and attack animations. These animations…
It’s going better now. Rather than hammering my head constantly against the glacial mass of animation work that needs to be completed, I’m approaching the project from many angles now, largely with a view towards completing a vertical slice of…
I’ve noticed something. Whenever I end up being busier than I thought, or more tired than I thought, or time otherwise gets away from me and I don’t get as much done as I wanted to, it’s generally whatever daily…
It’s been a few weeks since the last update. I went on vacation, and also I had to figure some things out. When not on vacation, I’ve been working verry slowly on animating the main character of the game. To…
So far I’m having an incredibly difficult time setting aside the requisite time and focus to make real progress on this animation, much less on the remaining 380 or so frames of character animation that I’ll have to tackle afterwards.…