Art & Animation from my Ludum Dare 36 game, Write Only

Sep 1, 2016 12:04 PM

Floppy Disk Statue

The centrepiece of the first (eh... only, it turned out) level, a statue of a giant hand holding a floppy disk. The game is set in a future where sentient robots worship an old floppy disk that they found.

City Level Art

The city was supposed to look a bit abandoned and neglected. I didn't have time to create too many barrier types, hence the ridiculous number of dumpsters.

The Cathedral

This level is just an end-game "reward" really. In contrast to the city level, it is supposed to look well maintained. I like the light streaming in from the sides, I think they are pretty. I often consider using 3D lights in Unity for my pixel art games, but I actually think I prefer this effect now.

The Cathedral

Here's the floppy disk that everybody is so worked up about. I didn't have time to create any texture for the curved walls.

Player Character

Cloaks are where it's at.

Downward Run

I didn't have time to add the shading that I used in a previous run animation that involved a cloak, so all the animations look a bit flat and "ducky".

Left Run

First time attempting a run animation in this direction for me. Looks a bit like a brisk walk in my opinion.

Upward Run

Downward Aim/Walk

My goal with the aim/walk animations was to avoid having to show the legs, which would have given away the fact that were not animating appropriately for the direction of movement (unless I did a bunch more animations of course). I think it kind of looks like how a monk or priest would aim a gun as well, so that worked out well!

Left Aim/Walk

Deathsplosion

This animation is distorted quite a bit in the game by screen shake and time dilation, so I'm not sure it looks quite like this.

Enemy Character

A soulless minion of orthodoxy. Almost a palette swap of the player, but with a few tweaks.

Enemy Down Run

Enemy Left Run

Enemy Up Run

Enemy Down Aim/Walk

Enemy Left Aim/Walk

Enemy Death

It is perfectly normal to Downward aim/walk, even up to once a day!

9 years ago | Likes 2 Dislikes 1

This looks really nice, man! You give any thought to tuning it further/making a bigger game off it? (Also yes to the cloaks all day :3)

9 years ago | Likes 2 Dislikes 0

Thanks! I might add another level or two, but that's probably as far as I'll take this particular game. I will incorporating the combat...

9 years ago | Likes 1 Dislikes 0

...system into at least one other game, with improvements (this was really a prototype for that).

9 years ago | Likes 1 Dislikes 0

Engine / Language used?

9 years ago | Likes 2 Dislikes 0

Unity, C#. Art was done in Pyxel Edit.

9 years ago | Likes 2 Dislikes 0

I don't know how long LDs are, but I'm pretty sure I couldn't even have finished one of the char animations in that time. Good work!

9 years ago | Likes 2 Dislikes 0

Thanks! I entered the jam, so 72 hours. I think I did all the character animations in one ten-hour session, it was kinda brutal o.O

9 years ago | Likes 2 Dislikes 0

You dying enemy reminds me of the Floaters in UFO:EU (the dying animation is quite similar, can't find GIF though) http://imgur.com/MwcTY9t

9 years ago | Likes 2 Dislikes 0

Oh yes, the original XCOM? I haven't actually played. Would be interested in seeing that animation.

9 years ago | Likes 2 Dislikes 0

Yes! There is an engine reimplementation, OpenXCOM - let's you play the original on modern hardware. Highly recommended.

9 years ago | Likes 3 Dislikes 0