Post by Moongaze on Apr 6, 2007 6:31:07 GMT -5
As for the monsters in the game, there were 26 in the original game, and this version will also have 26. I'm thinking of using sprites for the monsters, just like how I used sprites for the animate torches in Labyrinth and the little teleport beacons. I created the sprite file for the Skeleton, and I think I went overboard on the animation.
For all monsters, the sprites will be ALWAYS facing the player. It makes more sense, to me, since in Rogue they kinda chase after you as soon as you can see them (others are dumb and stand there ... which I will need to implement as well). As for the frames of animation, there will be 16 frames of animation total:
1 - Standing
3 - Dying
1 - Dead (laying on the floor)
4 - Walking
2 - Attacking
2 - Casting a spell
2 - Being hit
1 - Dodging
The test sample of the Skeleton uses all of these animation, but it's overkill because the Skeleton doesn't cast spells. So, I might use these numbers instead (for a little smoother animation, maybe?)
1 - Standing
3 - Dying
1 - Dead
4 - Walking
3 - Attacking
2 - Getting hit
2 - Dodging
Getting rid of the specific "spell" cast will let me add one more frame to the dodge, making it look better, as well as one more in the getting hit area. Attacking will be melee for melee types, and casting a spell for spell casters. Simple enough.
All sprites will be captured from World of Warcraft's 3D models, which means that it should take no longer than 20 minutes to make a monster. The monster sprite files will be about 34k in size, but I might have to increase the size to 64k to get really good quality. The Skeleton is at 34k right now, and looks fine...
For all monsters, the sprites will be ALWAYS facing the player. It makes more sense, to me, since in Rogue they kinda chase after you as soon as you can see them (others are dumb and stand there ... which I will need to implement as well). As for the frames of animation, there will be 16 frames of animation total:
1 - Standing
3 - Dying
1 - Dead (laying on the floor)
4 - Walking
2 - Attacking
2 - Casting a spell
2 - Being hit
1 - Dodging
The test sample of the Skeleton uses all of these animation, but it's overkill because the Skeleton doesn't cast spells. So, I might use these numbers instead (for a little smoother animation, maybe?)
1 - Standing
3 - Dying
1 - Dead
4 - Walking
3 - Attacking
2 - Getting hit
2 - Dodging
Getting rid of the specific "spell" cast will let me add one more frame to the dodge, making it look better, as well as one more in the getting hit area. Attacking will be melee for melee types, and casting a spell for spell casters. Simple enough.
All sprites will be captured from World of Warcraft's 3D models, which means that it should take no longer than 20 minutes to make a monster. The monster sprite files will be about 34k in size, but I might have to increase the size to 64k to get really good quality. The Skeleton is at 34k right now, and looks fine...