- Indeed, that was the main criticism I received, along with the tail. Compared to the first pass you can see his back end doesn't rise as high as it used to. I'm still considering re-doing that area to make it look more 'wavy', but I also think it works quite well atm with how I've designed and set the fur into segments. The animation you linked to is awesome, but is a much slower run, so the movement is less exaggerated. The game I'm creating has a fast pace, very much inspired by Sonic, and so a longer stride was needed in his animation. I found this video very useful as a guide, along with other references of wolves instead of dogs: http://www.youtube.com/watch?v=jdikR_mxp6I&feature=player_embedded
Sorry for the cheesy music
But yeah, depending on the feedback I get, and how it all works in-game, I'd be more than happy to rework his rear. Thanks for the critique!@Juan
- Thanks! I plan on adding more frames once I've finalized his design. The rear legs and tail really bother me at the moment, but I think the base movement is fine now. Just needs some extra frames to smooth it out, as you say.
As for the game itself: It's a fast-paced platformer akin to Sonic, but with the wolf having the power of the elements. I'd love to get it working with a 360 controller - A
for Earth, X
for Water, Y
for Wind, B
for Fire. Those buttons can be pressed or held down, for different abilities, and you unlock more abilities as you discover key items hidden through the levels. Finding an item allows you to 'spend' it on a new ability of your choice. So at first you only have access to one ability from each element, by tapping the corresponding button. I'm thinking tapping Y will make the wolf do a quick dash to the right, usable in mid-air to cover longer distances with a jump, or along the ground to dash across pitfalls or small bodies of water. Other abilities to unlock within the wind element would be sprinting - by holding down Y you run faster for as long as it's held but it drains spirit energy continuously (used for all abilities, and recharged by collecting spirit motes - this game's equivalent of gold coins or rings), and a double-jump ability that could also be used in conjunction with the dash ability, to cover really long jump distances (jump, double jump, dash).
So wind is for fast movement. I want fire for powerful offense, killing enemies really fast. Water for defence, and to allow you to run across water. Earth to call on nature to attack enemies for you, and to open up hidden paths. So ideally, each player would find his own preferred element, and utilize it to get through each level in his own way. It's all work in progress, and VERY likely to change at this stage. I'll update here whenever I can though, probably starting a new topic for it in the Project Discussion section when I have enough to show off. Thanks for your feedback and interest