Damage Buff Animations - UQdeco2800/2022-studio-2 GitHub Wiki

Back to Combat Items Contents Page

Overview

This page discusses the process and methodology behind the attack damage buff animation created within the game. It mainly focuses upon the design decisions and process used to create the swing pattern and buff patterns across all weapons.

Key Concepts for Integration into Game

In sprint one, it was found that Atlanteans naturally inherited increased stamina, durability, and damage whistly there were within the ocean. This concept is closely linked to the concept of buffs. It was decided that buff would add great value to the game as it would make the design of the game have more success criteria. This is because having the buff adds another layer to how the player can attack the enemies. The design ideation around buffs was to make it more of a comedic aspect to fit into the story of the game. However, it is just as important to have common elements that are found in other games, one such being the attack damage buff.

Design Inspiration

There were a few design inspirations that were used in the process of creating the fire buff. They are shown below:

Inspiration Reason
The inspiration taken from this image was the colour pattern and swing. We note that there is a purple/dark purple tone towards the swing, and this was what we were trying to achieve. Within the sprint, we plan to utilise a gradient of colours to replicate this brighter section of the sword in contrast with sections of the swing where a few moments have passed, and the trail darkens off. Such effects make the swing appear more “powerful” and significantly different from its normal state, making it easier for players to know a buff is activated.
The inspiration taken from this image was the colour pattern and swing. Particularly how this swing colour pattern could be integrated with the other inspiration to create a more colourful gradient effect. It must be considered that the scale of the buff within the game is quite small. Therefore, the colour plays a vital role in how the buff will be visualised. Having two colours within the buff could make it easier for the player to know a buff is activated.

User Testing

During this design phase, I wanted to attain more information on the attack damage buff colour that should be used within the game. Furthermore, I wanted attention detail if the colour represented anything remotely close to what the user expected for an attack damage buff.

User feedback data can be found here.

Overall, user testing results came with a strong indication of rework for the colour scheme. The majority of testers did not enjoy the colour scheme chosen. Upon reflection, this may be attributed to the toxic buff also utilises the colour of purple, which could make players confused in different buffs. To address these issues with this in mind, another iteration of key concepts and design inspiration was conducted, as seen below.

Key Concepts for Integration into Game (revised from user testing)

To still adhere to the story setting of Atlantis, we decided to use the ocean as the element for this buff, as Atlanteans naturally inherited increased stamina, durability, and damage whistly there were within the ocean.

Design Inspiration (revised from user testing)

Inspiration Reason
The inspiration taken from this image was the colour pattern and swing. We note that there is a blue/dark blue tone towards the swing, and this was what we were trying to achieve. Within the sprint, we plan to utilise a gradient of colours to replicate the brighter section of the sword in contrast with sections of the swing where a few moments have passed, and the trail darkens off. Such effects make the swing appear more “powerful” and significantly different from its normal state, making it easier for players to know a buff is activated.

Colour Scheme

The following is the finalised colour scheme for the damage attack buff designs created. palette-4

Sketches

A general checklist was also created to the main necessities that each attack damage buff needed:

  1. Incorporate dark blue tones into the swing to add depth to the swing
  2. Have disjointed lines coming out of the swing to show the movement of the water.
  3. Use the light blue tones to add "spark" to the swing. IMG_0473

Final Design

The following designs were created. Each design was based upon the colour scheme as well as the sketch drawn in the above section.

Weapon Name GIF Swing GIF Static
PVC Pipe ezgif com-gif-maker_45 ezgif com-gif-maker_46
Plunger ezgif com-gif-maker_49 ezgif com-gif-maker_50
Trident trident-final00000000 Trident_Static_Increase_Speed
Sword ezgif com-gif-maker_43 ezgif com-gif-maker_44
Bow Plunger ezgif com-gif-maker_47 ezgif com-gif-maker_48
Hera Hera_Increase_Speed_Attack daggerStaticFireBuff0000 2
Athena Athena_Increase_Attack_Buff Hera_Increase_Speed__Buff_Static_ 2
Hera Athena heraAthenaFireBuff0000 ezgif com-gif-maker_51

Back to Combat Items Contents Page

  • Author

  • Nisha Vashist
  • GitHub: NishaVashist0
  • Discord: nishavashist#4270
  • Slack: Nisha Vashist