

Idle Hit

This is the animations for my character showing the Idle, attack, hit, death, walk and Jump animations.
MMP 270: Introduction to Video Game Design
BMCC Fall 2021
This is the animations for my character showing the Idle, attack, hit, death, walk and Jump animations.
I’m currently doing around 5 labs at once for a thing, but here’s the first that’s completely done. All UI for the game has been designed!
I have the many buttons, a game over screen, a next level screen, and a title screen. I’m quite proud of the artwork for the title. Instead of an instructions screen, I’ve made an “NPC” of sorts that cuts in with instructions to the player, both about how to play and the game mechanics. His name is Agent Mortimer, a mysterious intel agent constantly shrouded in darkness.
II like watching anime very much, so I don’t read the comics less, but as for the cartoon, I think he is more like a kind of artwork, and the form he expresses can resonate with the audience.
And comics and cartoons are all the author’s ideas drawn on paper, but some things do not need to be drawn, but they can be reminiscent. I think this kind of artistic expression is very unique.
Besides, who doesn’t have a world constructed by himself, I know it sounds a bit stupid, but it is precisely because of these “worlds constructed by myself” that there will be current animations and cartoons.
The only way to properly represent this webwork is to allow the
The Art of Computer Game Design by Chris Crawford, 1997.
audience to explore its nooks and crannies to let them generate causes and observe effects. Thus, the highest
and most complete form of representation is interactive representation. Games provide this interactive
element, and it is a crucial factor in their appeal.
I think it is because the game has a “objective” that people like to play the game, and the process and results of the game are what people are willing to enjoy, so many people like to play the game
Games also attempt to represent reality. the player of a game is encouraged to explore alternatives,
The Art of Computer Game Design by Chris Crawford, 1997.
contrapositives, and inversions. The game player is free to explore the causal relationship from many
different angles.
Because the game has many options, each player can make different choices, giving players a very high degree of freedom to enjoy the game
it is possible to
The Art of Computer Game Design by Chris Crawford, 1997.
include cooperative elements by shifting the conflict.
People can also learn to cooperate in the game, from which they know how important a team’s coagulation is
Sprite Sheet for an enemy i call corrupted souls, they float aimlessly and often cause harm and block paths in large enough numbers
Just a basic test design level with repeating flooring and floating platforms