66. Burnout and Walking Animations

I plan on posting these video development logs on a weekly basis over at my YouTube channel. I may post some occasional reminders here going forward, but I’d rather keep this written devlog as it’s own separate thing rather than simply as a cross-posting of the videos. So, if you don’t want to miss any of the video dev logs, I recommend you subscribe to my YouTube channel.

However, since you’re here instead of at YouTube, I’ll reward you with a few sneak peeks into what I left out of the video log.

This past week, I’ve been working on relatively small polish features, which is a bit of a continuation of the work I did last week with footstep sounds (still have some more of those to do actually). I think this is partly as a way to give myself a break from tearing up major chunks of the game to add artwork. But even if it feels like less progress, these small things propagate across the entire game and affect your interactions throughout.

One of these small improvements is to the walking animations. The previous animations were serviceable, however when I added running animations, the running animations looked significantly better in comparison. So I added more frames to the walking animation and made some small tweaks. You can see the comparison between the old (left) and new (right) animations below:

I still want to add animations for when you move diagonally, and hope to get to that next. But I think even this goes some ways towards giving the game a more polished feeling.

I did a few other fun things, but I’ll save those for next week’s video. Hope to see you then. 🙂

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