Design sketch for The Witch's hat and cloak



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Design sketch for The Witch's hat and cloak
My glorious and talented friends helped me out this weekend by throwing each other around dramatically for animation reference! It was pretty cool to act out the parts of a fighting game!
The Witch. Ballpoint pen, copic colors.
Did some small camera improvements and threw in a background. It is starting to get easier to see what king of game this could end up being.
This was taken right before I started the refactor so, right now… There is a lot of stuff broken on live code. I am hoping now that I have a better grasp on what this project is shaping up to be, I can reorganize the logic to be a little cleaner and a little easier for me to author in.
I’m starting to layer my own systems into the game now, which has been revealing a lot about how I want to refactor stuff. This is the stub of a dodge backwards, and a stub of the kill, which works more like SSB, where your objective is to push your opponent to the ends of the arena.
Out of the box, each combatant functions totally independently, only really able to read each other’s damage colliders. One of the major changes I need to work on next is giving each state machine awareness of the other, which will help manage grapples, executions and other synced animations. I also will probably have to start putting in more collider types so I can query what is within range.
The Witch
Ballpoint and digital color. Alt colors below the cut.
The Ronin. Ballpoint and copics.