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Catching up

Letting the characters react

Hurt and death animations give the little battlefield a much clearer response to each hit.

  • Animation
  • Combat
  • Readability

The battlefield needed more reactions. Having someone stand there, swing, and lose health worked for getting the game running, but it left a lot of the fight feeling unfinished. The sprite setup now covers idle, attack, hurt, and death.

Taking damage also briefly flashes that specific character white. It's a small bit of feedback that helps connect the attack to the enemy being hit, especially when several things are happening in a row.

Death gets time to finish before the body fades away. I wanted to see the animation without slowly filling the battlefield with defeated enemies. The player has those reactions too.

These are saved animations connected to the character data, so adding art doesn't require rebuilding the fight itself. There's still animation cleanup to do, but the battle has more of a response now.