The smoother sprite experiment I didn't keep
A smoother animation experiment helped me figure out what I actually liked about the original sprites.
- Art
- Animation
- Development
I tried another approach to animating the characters, starting with the Warden. Moving separate pieces of the original artwork gave us more frames and smoother motion, which sounded like exactly what I wanted.
Then I watched the attack. The arm looked twisted, the shoulder movement felt wrong, and some of the pixel character was getting lost. A few refinement passes helped, but I still preferred the original sprite sheets.
So I went back to those and focused on the annoying part: the whole character sliding around. The cleanup keeps a support foot planted across idle, attack, and hurt while preserving the actual poses and the collapse during death.
There are limits to fixing alignment without repainting anything. A foot that moves in the drawing still moves. I'm happier keeping that character in the art than forcing a smoother result I don't actually like.