Tuesday, May 13, 2014

Animation Style

I want to munge a few things together:


  • "HD" graphics/art
    • stylized, sculpted characters






    • rendered out to 2D sprites

I'm thinking of a workflow similar to this: http://www.polycount.com/forum/showthread.php?t=97311#9

I'm going to start finalizing this look and feel tonight/tomorrow -- I see this thing as being clearly HD, sculpted, looking nice, but it will never feel like we're trying to 'fake' 3D. It will be obviously 2D, and I want to embrace that. Hence, this type of animation:

  • Classical animation principles + pixel art expressiveness
    • I want every animation to pop and to feel snappy and immediate
      • most sports games have floaty mushy mocap-looking stuff
      • I want this to feel like an arcade game
      • animation style will have more in common with fighting games
        • key poses are the most important!
          • legibility
    • Paul Robertson is the king of this kind of thing:

  • I want every animation to be as expressive and as minimal as possible
    • with every animation, we ask what's the fewest number of frames we can do this in?
    • what will make this pop?
    • what wil make it as legible as posible?
      • my nightmare is the mushy old 2D 16/32-bit Madden games
        • no no no no no
THINGS THAT WE LEARN FROM THAT ARE GOOD TO LEARN FROM:

Skullgirls @ GDC:
http://www.gdcvault.com/play/1020017/Animation-Bootcamp-Fluid-and-Powerful

King Of Fighters character animation gallery:
http://kofaniv.snkplaymore.co.jp/english/info/15th_anniv/2d_dot/gallery/character/index.php

They go over the workflow here:
http://kofaniv.snkplaymore.co.jp/english/info/15th_anniv/2d_dot/creation/index.php

It's insane. I love it.








Thursday, May 8, 2014

Features

In App Purchases/microtransactions

  • Content
    • teams
      • base (free) game only comes with 5? 6? teams, we sell you the rest
    • coaches
      • each coach brings his own playcall style/playbook
      • spread offense guy/Chip Kelly
      • old school ground and pound guy/Vince Lombardi
      • option guy
      • run and shoot guy
      • etc
    • players
      • various players available to make your team better
      • variety of pros and cons
      • rookies have better physical stats, less intelligence
      • veterans have much more intelligence/savvy, less stamina/strength
      • maybe a middle group of average dudes? IDK, seems to muddy the water
    • uniforms
      • throwbacks, alternates, etc
  • Consumables
    • challenge/instant replay
      • a 'do over' for a play that didn't turn out as planned
    • audible
      • change the play at the line of scrimmage
    • others I'm not sure about
      • buffs for individual dudes
        • supercharge your kicker! etc
      • team-wide buff? don't really like this
      • item-based upgrades
        • stickier gloves for receivers
        • better cleats to run better in the rain/snow
        • cold weather gear
    • outright buying upgrade points for your team/dudes?
      • IDK
  • Expansions
    • Mutant League
    • obviously can't call it that, but it will be MLF in spirit
    • skeletons, robots, aliens, mad max dudes, orcs, etc
    • cratered, booby-trapped fields
    • death
    • as much of this stuff as we can cram in with mostly just a re-skin

Kicking

Pretty self-explanatory:



This will apply to Field Goals, Points After Touchdown, and kickoffs -- which will only consist of onside kicks. One of the things we need to figure out is how to turn onside kicks into something makes sense, looks/feels familiar, and has a high enough success rate to not automatically ruin players' games. Onside kicks will be HUGE in scenarios where players must come back from 2+ scores.