Game developers struggle with animation for specific actions
18 posts across 2 communities in the last 60 days; 89% from r/IndieDev.
“Hey 🦋 Another day another robot animation for my programming / iot game, Yesterday I finished "beetle" a robot where it's goal is to use a rotation sensor, I decided to make this small video with it. Feedback is so valuable for me Edit: It's kinda of rts story based game where…”
“One cat throws the ball, the other runs after it, brings it back, and they can keep playing. I’m adding more small interactions between the cats to make the town feel more alive.”
“While working on the game, I noticed that just having a run is not gonna cut it, so inbetween all the other assets being made I roughed out the walk that might be needed. Obviously I still need to do the wings and antennae and the head is not animated at all, but thought I'd…”
Developers face difficulties creating animations for unique in-game actions, such as a character using a plunger or a cat sliding down a playground slide. This requires improvisation and workarounds to achieve the desired effect when existing assets are unavailable.
SOURCES (18)
“Hey 🦋 Another day another robot animation for my programming / iot game, Yesterday I finished "beetle" a robot where it's goal is to use a rotation sensor, I decided to make this small video with it. Feedback is so valuable for me Edit: It's…”
“One cat throws the ball, the other runs after it, brings it back, and they can keep playing. I’m adding more small interactions between the cats to make the town feel more alive. submitted by /u/Mobaroid [link] [comments]”
“While working on the game, I noticed that just having a run is not gonna cut it, so inbetween all the other assets being made I roughed out the walk that might be needed. Obviously I still need to do the wings and antennae and the head is not animated at all, but thought I'd share anyway :P submitted by /u/Icy_Tax7765 [link] [comments]”
“Setting up wiggle properties for the pipes/cables of the lizard. Certain animated elements will feature physics based procedural animation submitted by /u/Worried-Current-8228 [link] [comments]”
“I wanted to add them this feature for ages, but struggled with the animation frames. It's a solo project, so i do all my own animations, which can be a real bottle neck. With that said i'm fairly happy with how this feature turned out! Adds a new flavour to the platforming. If you like it, you can Wishlist here submitted by /u/MegaStegz [link] [comments]”
“I’m working on the low-energy state for the player character in my game Sushi On Wheels. When their energy gets low, they hunch over a little, look sleepier and start yawning. I’m aiming for tired/sleepy but still cute , but I’m worried I may have pushed it too far and made them look sad or depressed instead. Does the low energy version read as tired to you, or would you tone it back a little? submitted by /u/Neilosg [link] [comments]”
“Here's Prince Lucien's downed crawl animation from my first game, CLOG & ORDER. He's one of the Plumbers. The animation is a 1.5-second in-place loop, with movement handled separately by the game. I kept his existing rig and skin weights and adjusted the pose to fit his proportions. For the legs, the knees are bent while the feet and toes keep their original local pose. That lets them follow the calves without twisting the ankles. His FBX also uses a different unit scale from the”
“The cat can now pick up and throw tennis balls and soccer balls around the park in Lost Cat Showa Town. I’m adding more small things for the cat to play with while exploring the town. submitted by /u/Mobaroid [link] [comments]”
“Ever since I made it, partially I'm very proud of it, but... for the time being, I think something is a bit off - but I can't quite put my finger on it 😭 I'm talking about the animation... I'm not sure if that's the explosion, or the sound (which I kinda want to keep since I took it from the first game, this is the sequel...). I'll be more than willing to get some feedback on that one. https://store.steampowered.com/app/4417060/Dark_Roll_2/ submitted by /u/Le”
“Hey everyone, I wanted to share a goat (also quadruped) animation system I've been working on! All movements here are 100% procedurally animated. submitted by /u/RedSandboxStudios [link] [comments]”
“This is from Lost Cat Showa Town, an indie cat exploration game I’m currently developing. I want the town to have lots of small places and everyday things for the cat to discover. submitted by /u/Mobaroid [link] [comments]”
“I’m adding more little interactions around the town in Lost Cat Showa Town. Now the cat can climb onto a ramen stand and enjoy a bowl of ramen. I want the town to have lots of small things for the player to discover and interact with. submitted by /u/Mobaroid [link] [comments]”
“One of our team members suggested giving Dorothy a little flailing animation while she’s hanging from a ledge. The moment I heard it, I knew we had to make it. Tiny legs, maximum effort! submitted by /u/OzAshborne [link] [comments]”
“Whiskerfall is turn-based. You're a cat in a tower, and instead of a move set, you get the building: Press Q or E and the whole room turns 90°. Enemies, boulders, bombs, urns, and you all rotate with it, and then everything obeys gravity at once. Cats land on their feet. Nothing else does; so most fights are won by working out what should fall on what. The clip is one spin: the boulder does the killing; I just decided where the floor was. It's perfect information, no reflexes. "Tab&”
“I would greatly appreciate any feedback on the new movement system submitted by /u/Dimetro_Dog [link] [comments]”
