Become the all-powerful Gunboat God in this fluid shoot 'em up. Carve the waves as you stylishly fight hordes of monsters in hundreds of quick-fire missions. Transform your Gunboat and upgrade your weapons, skills and abilities to take on giant, challenging, multi-stage bosses!
When I started prototyping Gunboat God and I was figuring out the mechanics, the style was already firmly set in my mind. I knew I wanted to use a strong silhouette style with a 3D-to-2D workflow. This was a great excuse to have heaps of characters to animate to make the game burst off the screen, but it also supported the genre of the game.
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For each character-enemy, I have four enemy types to choose from. Birds (Woodlands biome), water-based (Waterways biome), boat-based mutants (Marshlands biome) and aircraft-based mutants (Ruins biome). Then I simply decide on a thematic attack and get to work on the character’s first pass animations. These are low-effort “blocking” animations that I can quickly create and export to test in the game.
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This streamlines the entire workflow, since I know that once I’m programming the character and implementing its animations, there will be a lot of detailed adjustment to movement, attack timings, and even the size of the character. Once the “first pass” programming is done, I switch back over to “second pass” animations, which is the polishing phase. Once I’m happy with the animations, I re-export for “second pass” programming. This is my special sauce for character development. Call it a one-two-punch workflow. So the breakdown is:
[list]
[*]Animation first pass (animation blocking)
[*]Programming first pass (getting the enemy movement, behaviour, collision and effects working)
[*]Animation second pass (animation polish)
[*]Programming second pass (refining health and damage numbers, movement, etc.)
[/list]
After some time strictly following this workflow and getting comfortable with it, I was able to entirely develop a character in 2-5 days, depending on the size. Some small bird or fish characters would take 2 days, and larger humanoid characters would take between 3-5 days. Reasonably streamlined!
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Then there are sound effects and vocals to be implemented, but I generally work on those at random times so it gels with a lot of other development work.
When I start working on a character’s animation, I first establish the “golden pose”. I take my time iterating and refining this pose, as it serves as a sort of style guide for the character’s animation set. Almost all of the characters have an idle, hit-react and attack animation, so once the golden pose is ready, those are the first things I animate. Then I move onto miscellaneous animations like airborne-flop (fish enemy), melee stab (knives enemy), or overboard and drown animations (various boat enemies).
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These animations are playblasted and imported to Photoshop as individual frames, where I wrote a script to clean up and export sprite sheets that can be easily imported into Game Maker.
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Finally, in Game Maker, the animations need to be added to their respective texture groups (eg: bird character animations, water enemy animations etc.), their pivot points and collision masks need to be set, and their frame rate needs to be set. Then on to programming.
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I hope this didn’t seem too glossed over. I’m restraining myself from making the blogs 100x times bigger since time is scarce. If you have any questions, let me know!
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Follow me for lots of juicy posts on Twitter.
https://x.com/jansonRAD
Also join our Discord, where we might be organising a playtest soon!
https://discord.gg/vSJjCU6TsW
Best,
Tom