Today I want to talk about animation. When we first started Rads & Relics, we had barely any animation. Characters would instantly teleport from one location to another, or if there was a big attack, everyone’s health would just go down instantly, without any clear indication why. Animation is not just a visual element; it helps players understand how their actions affect the game world. This week we’ve been focused on character animation, so I wanted to share two different paradigms that we’ve been experimenting with: traditional animation (also called cel animation) and rigged/skeleton animation....
