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fault in Motion

🕑 Added 2021-06-30 15:11:42 +0000 UTC
fault in Motion

Comments

ALICE IN DISSONANCE

10 times is probably not literally accurate as I'm sure Ritona was being smug but the shift from anything static to movement increases workload significantly. Everything that was just a simple image now needs actions, poses, idle motions, and animated transitions in between because we opted not to crossfade between any given state (i hope we dont regret this in the future😂). More movements mean more ways to convey information on the screen though, like when Ritona looks at the fire. This brings us one step closer to traditional cinema/animations where we can do more storytelling via the visuals instead of text!

Kramoule

Props to the whole team! It really adds to the overall atmosphere. Ritona says in the video that it's 10 times more work, but what about it ? What are the changes in the process for creating these assets+animations? (Did Konatsu-san have to change her way of drawing?) Just thinking it would be nice to know to what extent you work more to increase the quality of your games. The future of fault is looking great.


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