Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I has been thinking for a long time about how would be to have personalized animations for each character in EEU
Those could be generic animations and/or unique animations.
Generic animations are animations that almost all smileys share, like moving and looking to certain location. (A robot smiley might instead of moving would have gears or lighting animations, perhaps up and down body animation.
Unique animations are animations that only certain or single smiley have/has, for example, the wizard could have an animation of some kind of magic going on, the devil skull could have an animation related to demons or so, human face could have an animation of simple movement, etc.
This unique type of animation could be instead a cosmetic additional slot, that allow the player to purchase certain type of unique looking animation for the smiley. (A fireball surrounding the smiley when afk for example)
The animations are randomly casted, so it does not affect gameplay, those animations might be casted when the player is Afk or Brb, those animations could be local for the player or global, so everyone could see the animation going on. Similar to what Crash the Bandicoot do when afking.
Here are two rough examples of afk animations:
Movement:
(could be casted for 5 seconds for example)
(In this animation further details could be added, such as making the mouth slightly open and close as the smiley moves).
(Speed of the animation and amount of movement could vary or be increased/decreased)
Looking to certain direction:
(In this case up-left, only casted a single time)
(Speed of the animation and amount of movement could vary or be increased/decreased)
(In this animation further details could be added, such as making the eyes open and close as the smiley moves, blinking).
Not only for the smiley, but for cosmetics as well, the cosmetics could follow the motion path of the smiley so everything works correctly (There might be a better way to keep the animation smooth and without glitches)
I am not quite sure if there is any cosmetic revealed yet, so I can´t do an animation as I would be doing spoilers.
Anyway, for example, if there is a steam punk hat with gears in it, the animation of that hat could be about the gears rotating.
Not all cosmetics should be animated, and the animated ones should be harder to get or more expensive.
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Object/item animations should be permanent, or be triggered by some action tools, (having on/off status)
For example a potion decorative item that has a liquid with bubbles, or the bubbles of water.
Other animations should be randomized, such like a swamp bubble exploding.
Other animations could be triggered by an action tool to be activated/deactivated or activated for a certain amount of time to then be deactivated again.
Animation should be mostly added to action tools, but other decorative items should have animations too.
Not quite sure if blocks should have any kind of animation, but perhaps, for example a steampunk block with gears that has an animation for the gears might be cool, other example could be a lava block with glowing lava animation.
_
Smiley animations should not be permanent, and should be casted only when the player is not moving (manually or automatically by action tools)
There could be a third type of animation that is about motion movement, if the smiley go right, there could be an animation of the smiley going right, and so.
Another kind of animation could be a trail left by the smiley, for example, those could be bought in the shop, there could be poison trail, that creates a path of poison as the player moves (or even jump) for example, similar to what Meat Boy game has for its main character while it moves.
For further customization of the graphics, there could be a setting to deactivate those animations local and/or global.
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