Finally got around to making an animation for a race of NPCs I've wanted to make since summer. I kept putting the task off until I had the start of a dialogue system going, but that ended up transitioning into working on swapping locations, object interaction, the item system, map boundaries, crops, and various other things. Now that those are all pretty much done, I've made my first Erosian NPC to be used to debug NPC interaction and dialogue improvements for the next little while.
Erosians are a peaceful race comprised of rocks. Humans see them as monsters, hence to avoid any conflict they inhabit their own village deep in the wilderness. Erosians are seen as master craftsmen and blacksmiths, capable of carving rock and shaping metals into structures, tools, and art. However, there exists rogue bandits and thieves known to attack humans.When I first made the Erosians' front-facing sprite, I cut out shapes from the boulder sprite I made on the same day. This ended up making it easier to make a believable transforming animation, since all of the main shapes except the feet fit within the boulder sprite. Using flat-coloured segments, I made 7 frames of animation to see how it'd look before moving onto shading. When laid on top of each other they formed a solid movement trail that already gave me a good idea of how it'd turn out.
From there I brought the spritesheet into Unity to do an animated test. Once I was happy with it, I did outlines, flat colours, and once I was happy with how it was turning out I did the last bit of shading. I'm very pleased with how it turned out, I was sorta dreading making this for a while but it ended up taking way less time than I thought.
Lately I've started working on the second pass at the typeface I made back in August. This time I increased the size limits I set on myself (from 5px tall/4px wide to 7px tall/5px wide).
Link's Awakening has been a major source of inspiration for this project, and since I loved its dialogue typeface I went with making an italic version of mine since I wasn't really into the initial second pass. I'll probably end up using both, I prefer the italic version for larger blocks of text like item descriptions and dialogue. The standard version looks neat and concise for small UI portions like the HUD and other numerical displays.
After I finish adjusting everything to the new typefaces, I plan on improving the awful dialogue system I wrote back in summer to accommodate for proper dialogue chains. From there, I'll probably start pushing out from the player's home area to work on new locations.