Animation Smanimation

So I just finished creating the unit animation engine. Essentially, that’s the doodad that will handle picking an appropriate frame buffer for a unit’s current actions (walking, moving, taking damage, etc.) and stepping through said frame buffer on each iteration of the game loop to simulate motion. Hooray for aesthetics!

That is pretty much the final major component that I had to implement before the game is functionally complete. By that I mean that the game play mechanics and underlying engine is in place, the UI responds more or less as it will in the finished product, but the look just isn’t quite finished. Placeholder art needs to be swapped with real art, the instruction page needs to fleshed out and prettied up, and the website pretty much needs a complete rework until it is minimally acceptable, but it’s getting close.

It’s at this point in any project that I just want to stay up all night coding and photoshopping and furiously sprinting to the finish, but I’m going to pace it out and most likely draw these final pieces out for 2-3 more weeks.

That sums up the progress thus far. It’s not terribly informative I know, but mostly this post has been an exercise in bleeding off energy before I collapse for the night. It was either that or dive back into the project and be up until 4am.


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