Do you know that moment in a game when you are idle for 10 seconds or so and the character that you control starts doing something?
Some games prefer to have a single idle state (like the Yogi Bear game above), others cycle to many idle animations (like Wayne's World and many others).
I fell in love with the possibility of having multiple idle states so I finally went with the following - names are self-explanatory:
* idle (breathing)
I can decide when to throw one animation or another in order to make sense of them and not bore the player with repetitive visuals. I can also chain animations and make a single one (like play_with_both_boomerang_and_bomb).
If you don't have budget restrains, I think this is a great addition to the game's aesthetics.
There are a few catches:
* animations like these can be used in fewer contexts
* if your character walks on 4 or 6 axis then you need an animation for each of the positions - that's expensive and tedious
* it can add to the complexity of your state decision making. When do you throw an idle animation? Which one?
Here is the full video gamedev log:
Until the next time! Cheers!