AuthorTopic: Zombie  (Read 7539 times)

Offline 125four

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Zombie

on: February 28, 2006, 04:48:58 pm
As the title says it's a zombie.

Run:


Attack:


You can see it in a half-baked demo here (requires shockwave).
http://stuff.dotgeek.org/dotz.htm

I'll be taking a break from this project though, I did not plan it out well...for my next project I'll do the code first before any gfx.

Offline Dhaos

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Re: Zombie

Reply #1 on: February 28, 2006, 05:15:41 pm
Hehe, these are neat. Never seen a zombine haul ass like that though XD. Limp Forest limp!

Offline reydragk

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Re: Zombie

Reply #2 on: March 01, 2006, 12:24:25 am
I would make the limp more pronouced--he walks too smoothly for a rotting heap of flesh

Also, I would make the top of the pants move just a little in the attack animation so that when he twists it doesn't look so unnatural.

Other than that, cool sprites <3

Offline Seven

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Re: Zombie

Reply #3 on: March 01, 2006, 12:56:58 am
Isn't he too fast for a limping Zombie? I mean, both wanking and attaking animation does not show the essence of a zombie. Also, I think his concept is a bit "clean" for a monster. He just have a stick instead of a leg, a mask and uh... something on his hand.. Not as creepy as a zombie would be. In another hand, it's still a good idea to avoid making stereotypes, or something too "Resident Evil".

Offline IoIXoX

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Re: Zombie

Reply #4 on: March 01, 2006, 12:59:16 am
looks like he's slapping a fly on his shoulder  :o

Offline Xion

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Re: Zombie

Reply #5 on: March 01, 2006, 01:34:37 am
In the walking animation, the legs look really weird on the frame where they overlap. I agree with Seven, make him a bit slower. Instead of being all fast, make him take one step at a time, hesitating between them. Or Have him hop (ya know, those kind of hop-limps you have to do when you step on something sharp.) on his good leg before slowly dragging the other behind him.
Make his arm drip blood.
Tear the shirt a bit.
In the attacking animation, he should have some more momentum behind his hit. Let his arm go back a bit, then hesitate before being brought forward. Then, when he does take the swing, let it throw him off balance slightly. As it is now, the attacking animation lacks any feeling of danger.

...Though I do like the pants...

Offline Chris

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Re: Zombie

Reply #6 on: March 01, 2006, 03:14:48 am
Timing is one of the most important things in an animation  (in my opinion), play with it, give some personality to the character.

Offline 125four

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Re: Zombie

Reply #7 on: March 01, 2006, 08:44:13 am
Yeah, the run anim is too fast. On the other hand if I slow it down too much it would be easy to kill him before he gets to the player. Same with the attack animation, by the time he builds momentum in his swing the player will have moved away easily. I agree with the pants-during the-swing suggestion, I was lazy there.

Offline Radioactivity

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Re: Zombie

Reply #8 on: March 01, 2006, 03:56:47 pm
I mean, both wanking and attaking animation does not show the essence of a zombie.

lol, i just had to quote this....

anyways, i agree with whats been said.

on the attacking animation, maybe make him throw his body forward as he attacks.

Offline G_Dragon

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Re: Zombie

Reply #9 on: March 02, 2006, 01:44:34 am
Well, you have to remember that zombies are weak, except in numbers. What they lack in speed, they gain in massive mobs. So, to combat that, just make sure the engine has enough power to support a lot of zombies. Plus, you could make the gun have a reload time, and such.

Onto the art:
Well.. anything that I was going to say has already been said. Other than that, the sprites are actually pretty nice.

Offline Chris

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Re: Zombie

Reply #10 on: March 08, 2006, 12:02:42 am
Im not  saying to slow it down....(tough you should at least a little), give the frames some variable timing.

Offline Rox

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Re: Zombie

Reply #11 on: March 08, 2006, 02:20:40 am
Just a non-art related quickie.

You say you want it to be quick, so that the player will have to react quickly before it comes too close, right? And that the attack animation has to be fast, so the player doesn't have time do avoid it, right?

It's easy to balance that out. If you want a fast, hard-to-dodge enemy, a zombie is obviously not the way to go. You want another enemy for that. If you really do need zombies, though, you shouldn't have them fast and swift like that. Balance it out in gameplay. Slow them down a lot, but make them be able to take TONS of damage. Make sure the player can't run (surround him in zombies, in other words!) and just unleash slow, rotting death on him. It'll be the same thing, but in slow motion. Meaning, if the player is too slow to react, the zombie just won't die until it's too close, despite taking constant damage. Same with the hitting animation. If there's a zombie on each side of the player and he can't just run through them (I hope he can't, being trapped is a big part of zombie games), it doesn't matter how slow they are. Just make them do more damage in turn.

Oh, hey, a demo! I didn't notice that. How silly of me...

Mmmyes, I definitely like this. I love these kinda games. They REQUIRE fast enemies, though. The zombies feel slightly too fast, and slightly too weak. Try to save the regular kind of zombie for enclosed spaces, and have TONS of them there. Also make sure the player is rewarded for his kills, because it's always far too easy just to run past enemies in so many games. Including ones I've made, myself. I always come back after a while, sigh at myself, and think "Why couldn't I have made this harder somehow?"

Offline dtek

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Re: Zombie

Reply #12 on: March 10, 2006, 05:43:36 pm
looking good, I like the colors, and same with the demo. I think it has a consistent feel. Have you tried the sprtes without a black,
also I noticed that for the run there's little  up and down motion, maybe consider some more...
« Last Edit: March 10, 2006, 05:46:31 pm by dtek »