Special Case Animations II
Dec 14, 2015
This is a very exciting time for the project. We're about halfway done with all the rooms and it's time to start putting in what we call Special Case Animations™.
Maniac Mansion had no special case animations. Each of the characters had a four direction walk and talking and that was it. You can famously see this when someone climbs a ladder or uses the weight machine in Ted's room. No animation.
The Indiana and the Last Crusade adventure game was the first place we used special case animation. The first one that went in was where Indy jumps down into a large pit. Steve Purcell did the animation and it was stunning to see the characters do something that wasn't walking and talking. It was also an extravagance. Disk space was very limited and these SCA's (as the pros call them) took a lot of space, so we had to "choose carefully" (ha ha). LOOM had quite a few of them and Monkey Island built on that, but they were still a luxury.
Fast forward to the year of 2015 and disk space is - for all intents and purposes - unlimited. We can have an many special case animations as we want. Well, almost and not really.
They take time to animate, so we still have to be a little picky, but not overly. Each character has three reach animations: reach low, reach med and reach high. For a lot of cases, we can just use one of these to avoid hand animating someone picking each and every object off the floor or a shelve. Reaching for a door knob isn't exactly an game defining animation, just the opposite, it's likely to be forgotten as fast as it can play.
But for other animations that define moments in the game, it's important to animate them. Special Case Animations can show a lot about a character's personality and help set the tone for the game.
As the project comes to a close, we'll use any available animation time to go back and add animations where a simple reach just won't do.
- Ron
Nice vomits!
It is 8-bit, and still advanced.
Well done.
Stupid body being sympathetic to pixel art...
This scene where he can drown was really a great easter egg!
They also remembered in MI2 that he can only hold his breath for 10 minutes.
I was sad they forgot about it in EMI, I left it running for hours just to be sure...
But in TP, much effort will inevitably be spent on having parallel versions of similar animations for all the five characters, so it seems unlikely that this adventure game will feature an astonishing, continuous stream of unique animations comparable to the one the above-mentioned masterpiece had.
I'd love to be proven wrong, though. The increase in available disk space may end up being a nice advantage for TP, and so might be many other technological advancements.
Just remember to at least try to add some Purcell-esque unforgettable SCA's!
http://spritedatabase.net/files/pc/784/Sprite/MI2_GuybrushThreepwood.png
Even though I'm someone who appreciates the power of constraints, I'm a little sad that we probably won't see these types of puzzles anymore. I've heard that MI3 took a different approach with the song on the ship: they only cut it from the translated versions of the game. What do you think of that approach? Would it be unfair to the players of those versions?
About MI3: It was really sad they cut that part, they should have kept it untranslated. But on the other hand it was an awesome surprise playing the English version the first time and discovering such unseen footage after many years!
Amazing how much it does for character involvement to se a bit of puking, or movement in general.
As the style of the characters differ slightly (Octavi vs. Gary?), is this something which will eventually blend towards the end of the development or is it not worth changing (keyword: artistic freedom)? This is by no means negative critique as i like both and Ransome is from another world anyway. Just curious.
I have a lot of interesting things to discuss about, but first lemme check where she'll end up on that ladder...
It's a nice detail that they (except the clown) sweat before they ...
On that guy.brush sprite sheet: I do seem to falsely remember his underwear being of the heart-covered boxer type?
@Ron, unless I've been misquoting that for 25 years, but didn't the knight say "choose wisely"?
Oh and apparently he changed it after being on the graveyard on Mêlée Island (you would never notice anyway since it's shown for few frames only). But enough about his underwear :-)
But enough about his underwear already!! :-D
I would only call the second category SCA (like a pro ;), but I believe the first category might feel annoying, if they were left out.
...and Ransome seems to actually like it....muahaha
Does the engine now align character positions to pixels?
Also could you do a blog post on how to express different emotions with limited pixels? I love how in Ransome's vomit animation (if you just look at the eyes) only one pixel per eyebrow changes, but his emotional state is (for a weird reason) clearly communicated.
I wonder what makes them feel so sick...
- "Look behind you! A naked LeChuck!"
Besides, Ray seems to be a creature of habit, seeing how quickly she lights up her (countless) cigarettes without even taking a pull or looking.
I hope I not missed anything ;)
best regards
But I have a suggestion, NAY... A DEMAND!
Could the puke puddle on the ground be permanent? Just spawn an object at the position... So that when the player repeats whatever crazy actions lead to the puking-your-brains-out, there would be puke puddles all over the play? That - I think - would be the innovation adventure games need! Perma-Puke (TM)!
"Make all playable characters puke within x minutes."
I agree, their names are a bit confusing.
I wonder, however, if the actors can all puke in different directions (to the front vs to the side)..?
How about glowing puke, could be used to illuminate a cave.
Measuring the half time of nuclear puke could be used to define the exact puke time.
Consider the game name change to "Thimbleweed Puke"
https://www.youtube.com/watch?v=BP8wJYRFyJI
http://blog.thimbleweedpark.com/happy_birthday
I never realized this at a conscious level in the past. But it was present, and now with this post you made, I appreciate this aspect of your game design VERY much, as a form of art. Much better and intelligent than exploding clouds of rainbow stars/golden coins happening continuously during some stupid videogame.
I will never forget Guybrush falling from the tree, the scene turning red, and then... "The hip bone's connected to the rib bone!"
That was a Special Case Animation and Music, a small Broadway made by pixel skeletons on my PC.
Great ANIMATION !!!
(in italian: Grazie a Dio è Venerdì)
Please enjoy this song from a very famous italian singer: Max Pezzali!
Even if you aren't used to listen to italian language, you can follow the text since the song is "subtitled" inside the video.
https://www.youtube.com/watch?v=XPBJ8F2aIAQ
And now excuse me for a m-- *runs for the sink*