Devlog 17 - Movement Animations and Animation Tracking

devlog 17 dive devlog 17 img 01 devlog 17 img 02 devlog 17 img 03 devlog 17 img 04 devlog 17 og dive import

art/dev whiteboard

Summary

This update focused on Jack's movement animations and on getting a clearer overview of the animation work still left to do.

The main movement sequence started as one larger dive animation, then got split into several related moves: dive, roll, dash, and slide. They share some animation DNA, but each one needs to feel different in gameplay.

What changed?

  • Continued work on Jack's movement animations:

    • dive
    • roll
    • dash
    • slide
  • Started refining the movement poses so each move feels more specific.

  • Began studying smear frames and motion references to make the animations feel faster and more alive.

  • Created a first version of an animation tracking table.

  • Used the animation table to get a better overview of:

    • what is already animated
    • what still needs cleanup
    • which directions are missing
    • which animations need shadows or extra polish
  • Added or cleaned up shadows for several animations, including:

    • idle
    • run
    • hit animations
  • Continued early UI work for upgrade testing:

    • upgrade choices
    • combo step upgrades
    • player upgrades

What I'm unsure about?

  • The upgrade system is still being tested.
  • The UI is useful for development, but the final rules are not fully locked yet.
  • I need to keep improving how I prioritize the work.

Open questions

  • How far should Jack be able to hit?
  • Should Jack be able to move while attacking?
  • Should attacks stop or block movement?
  • How should attack directions work with the 2.5D view?
  • What should the upgrade curve feel like?

Next steps

  • Finish missing hit sprites.
  • Test attack distance.
  • Test movement during attacks.
  • Continue direction tests for attacks.
  • Add hitbox sprites.
  • Add force and impact particles for hits.
  • Fill missing north, south, and diagonal movement animations.
  • Keep cleaning up shadows and animation consistency.