Keeping it consistent with Animation guides
Ah, the joys of animation. If one thing is slightly off, it makes everything else looks a bit wrong. In order to keep things in check, I’ve been using good old fashioned guides. These guides are not gospel, but allow you to gauge roughly the placement of how things should move in a scene. Below, in yellow, I’ve a rough overlay of the track that the window will make, and the turn the winch will take.
Animating in Layers
Another aspect to this project, is keeping track of the animation layers. This may seem obvious, but depending on what point in the animation you are at, some items may need to be in front of, or behind other objects in the scene. The image above is only a few seconds long, and already includes 13 layers of animation.
Action & Rest animation
Worth considering also, is that every scene is made up essentially of animation loops which need to be chosen carefully. On clicking on the window, the Fisherman will open it. However, I cannot simply have the fisherman open the window, and go straight to using the winch, as that would turn the player into a passive bystander. The user needs to be involved. Also, as it is an unknown factor, as to how long it will take a player to figure out a puzzle, additional static animation is required while the player is stationary. This animation serves to give the player feedback that the game has not frozen, as well as to provide some visual stimulation.
The game is comprised of a series of these action & rest animations. Action animations when a puzzle has been solved, and rest while you are figuring it out. Possibly, I could explain this better, but hey!