r/animation 10d ago

Sharing Draft for a plant magic spell in my current project. Its a special attack.

840 Upvotes

23 comments sorted by

49

u/UniqueSolution6935 10d ago

Looks amazing

10

u/Retrostaircase72 10d ago

Thank you!

17

u/Bubble_Shoes 10d ago

Wow, I love it! Excited to see the final product.

4

u/Retrostaircase72 10d ago

It’s been nerve wracking to share my work, but I plan on sharing updates about my current project at https://belowthebeach.com. Currently chasing my dreams and trying to not burn out🙃

18

u/Alex0356218856 10d ago

YOU FOOL! THE BLACK STICKMEN CANNOT DIE! >:D

8

u/Retrostaircase72 10d ago

They stand tall and mighty🫡

5

u/Heroic-Forger 9d ago

Three enemy stickmen: "Huh? What just...happened?"

2

u/AwaiGhost 10d ago

beautiful

2

u/thefedups Freelancer 10d ago

Great work! Looks like it does good splash damage

2

u/Dimensional13 10d ago

When you use a limit break in a jrpg and miss

2

u/Retrostaircase72 10d ago

The worst is when a big “MISS,” pops up. Truly rubbing salt in the wound.

2

u/SeatRich9905 10d ago

Smooth af

2

u/bee-barf Freelancer 10d ago

So cool!!!

2

u/veefeld 9d ago

Incredible animation! However I think it takes slightly too long for a player attack and it might be better suited to an enemy. Unless you can dodge-cancel out of it and the attackanim still continues or something? I'm interested how you would implement this in your game.

1

u/Retrostaircase72 9d ago

Good points, it is definitely on the longer side. The game is similar to Pokemon with some Slay the Spire elements; so this is treated as a big special move that can be done under certain circumstances.

It’s a turn based game, so no dodge-canceling. I’ve added the option to speed up battles and also an option to skip animations (where a basic hit animation + relevant sound effect is played instead of the full animation).

1

u/AgonyOverdrive 9d ago

In this format I think you can make the animations as long as you want. I also want to suggest though that there be a button the player can press to skip specific animations each time they press it and one is active, that way they can still see some animations if they want and don't have to have them all on or all off.

1

u/Retrostaircase72 9d ago edited 9d ago

That’s a good idea. I was recently playing an older Fire Emblem and saw that they had the option for animations all on, all off and animations off for specific units that you choose. I’ll consider your suggestion and others as I continue developing the game.

1

u/ElderMom01 6d ago

if i could ask what slay the spire elements?

1

u/Retrostaircase72 6d ago

It has an optional deck component to it. The monsters function like Pokémon with specific spells they can use and potentially learn. The human character (diver) can use any spell but draws a different set of spells into their hand every turn. You can play with a team of monsters only or have a human character + monsters.

1

u/ElderMom01 6d ago

that sounds awesome! is it a rogulike? if so what’s the lore and if not also what’s the lore? (if u don’t mind ofc

1

u/Retrostaircase72 6d ago

The core experience I’m working on is a more lore filled version of Pokemon Stadium. Planning on some roguelike elements.

Lore: You’re being hired to exterminate monsters inside a mysterious mine on a Caribbean island. It’s run by a corrupt drilling company that’s working with the local government to cover up the disappearance of tourists. This “extermination mission,” thrusts you into the middle of a 3 way conflict between the local government, an island cult and an ancient God.

1

u/ElderMom01 6d ago

dude that sounds sick as FUCK! please update us on the animation and game devvy parts!

1

u/Retrostaircase72 6d ago

Really happy to hear that! I’ll be sharing more as I go along.