Enemies death animation - UQdeco2800/2022-studio-2 GitHub Wiki

Overview

Here are the death animations for level 1 and level 2 enemies.

Final design

Level 1 Basic Enemy Gym Bro death animation

Level 1 Boss Heracles The Ultimate Gym Bro death animation

Level 2 Basic Enemy Poop death animation

Level 2 Boss Enemy Poop death animation

Before the design

Level 1 enemy

Our group had some discussions and investigations about the death animation. For the basic enemy gym bro and boss Heracles The Ultimate Gym Bro, we agreed not to make the death animations too realistic, as this might cause discomfort to some users. So we tried to keep the animations clear and easy to understand, with a bit of fun, so that they would also fit in well with the game's theme.

Analysis

It is possible to obtain these characteristics for the first level of the enemy's death animation:

  • Showing the body being destroyed
  • The animation is easy to understand
  • Not too realistic

Level 2 enemy

Our group had some discussions and investigations about the death animation. For the level 2 basic poop enemy and level 2 boss poop enemy, we agreed to make the death animations different to level 1. So we tried to focus on the animations being different to the attacking and moving animations to create a point of differentiation, while fitting the theme of the object and the game style.

Analysis

It is possible to obtain these characteristics for the first level of the enemy's death animation:

  • Splitting the body into pieces
  • Having a high frame easy transition animation
  • Fitting the theme of the poop object

Design Inspiration

Based on these requests that we discussed, we did some death animation searching for level 1 enemy.

Link

Link

Link

Link

User testing

A survey was conducted on the death animations to get feedback from potential users on the design of the first version. This information will give us direction on the design of the enemy death animations for the first level, which we can use to create enemy death animations that are appropriate for this game.

Analysis

The feedback indicated that some users didn't really like the enemy death animation where his head fell off, and some users felt discomfort. Moreover, slow down the animation speed, and the rest of the body can move accordingly when dying.

Based on the feedback we received, our plan is to splitting the enemy in two from the waist when he dies. So, for the death animation in the front-to-back direction, the upper body is separated, and the head is rotated downwards. For the death animation in the left-right direction, we decided to refer to the last inspiration and fall backwards.

User Testing Responses

User Testing Responses level 2 enemies

Analysis

The feedback indicated that most users wanted the level 2 enemy to break into more pieces and break in a different action from the level 1 enemies. Therefore we decided for the enemy to break into 4 pieces and move into the four corners of the canvas.

Post-iteration Analysis

After completing the first iterations of the death animations, user testing indicated that splitting the enemy into four pieces was a good animation choice but an additional element like further splitting into small pieces and disappearing into gas would better fit the nature of the poop object decomposing. Therefore the design team implemented these changes as it made sense to create an organic death to the poop enemy object.