{"author_link":"\/users\/shakirovich","author_name":"SHAKIROVICH","author_uid":"shakirovich","comments":[],"epoch":1744552869,"event":"LD57","format":"md","ldjam_node_id":414862,"likes":8,"metadata":{"p_key":"211352","p_author":"SHAKIROVICH","p_authorkey":"1399546","p_urlkey":"451156","p_title":"Doom-style animations are not easy","p_cat":"LDJam ","p_event":"LD57","p_time":"1744552869","p_likes":"8","p_comments":"0","p_status":"WAYBACK","us_key":"1399546","us_name":"SHAKIROVICH","us_username":"shakirovich","event_start":"1743811200","event_key":"111","event_name":"Ludum Dare 57"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD57","removed_author":false},"_superparent":406845,"_trust":1,"author":399546,"body":"![Untitledvideo-MadewithClipchamp9-ezgif.com-optimize.gif](\/\/\/raw\/ab8\/16\/z\/6c20f.gif)\n\nFor this jam, I wanted to try making a first-person game. Why? Because I\u2019ve never finished one before, and game jams are the perfect chance to experiment and try something new.\n\nOnce I settled on the concept and started working, I got a bit nervous about going full 3D\u2014especially when it came to animation. Even though I have some experience with it, I chose to go with sprite-based animations like in *DOOM*. That turned out to be a mistake. I didn\u2019t realize how high-res and realistic the sprites needed to be to match my game\u2019s style. \n\nWith 3D models, you can animate a single model in different ways, but with 2D sprites, I had to redraw every frame by hand. Combined with some issues I had with the inventory system, I ended up pushing animation to the very end. As a result, the final animations were low-quality, incomplete, and some only had a few frames.\n\nThankfully, I went back after the jam to patch the game and rework the animations. Now they look much better\u2014almost perfect! There's still room for improvement, and I\u2019d love to hear your thoughts. \n\nWhat do you think about the animations? If you\u2019ve worked in a similar style, how do you handle it? Any tips for speeding up the process?\n\nThanks!\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/57\/the-final-descent\n","comments":0,"created":"2025-04-13T13:45:17Z","files":[],"files-timestamp":0,"id":414862,"love":8,"love-timestamp":"2025-04-23T13:32:18Z","meta":[],"modified":"2025-04-23T13:32:18Z","name":"Doom-style animations are not easy","node-timestamp":"2025-04-13T14:01:23Z","parent":407632,"parents":[1,5,9,406845,407632],"path":"\/events\/ludum-dare\/57\/the-final-descent\/doom-style-animations-are-not-easy","published":"2025-04-13T14:01:09Z","scope":"public","slug":"doom-style-animations-are-not-easy","subsubtype":"","subtype":"","type":"post","version":1309934},"node_metadata":{"n_key":"414862","n_urlkey":"451156","n_parent":"407632","n_path":"\/events\/ludum-dare\/57\/the-final-descent\/doom-style-animations-are-not-easy","n_slug":"doom-style-animations-are-not-ea","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"399546","n_created":"1744551917","n_modified":"1745415138","n_version":"1309934","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/57\/the-final-descent\/doom-style-animations-are-not-easy","text":"![Untitledvideo-MadewithClipchamp9-ezgif.com-optimize.gif](\/\/\/raw\/ab8\/16\/z\/6c20f.gif)\n\nFor this jam, I wanted to try making a first-person game. Why? Because I\u2019ve never finished one before, and game jams are the perfect chance to experiment and try something new.\n\nOnce I settled on the concept and started working, I got a bit nervous about going full 3D\u2014especially when it came to animation. Even though I have some experience with it, I chose to go with sprite-based animations like in *DOOM*. That turned out to be a mistake. I didn\u2019t realize how high-res and realistic the sprites needed to be to match my game\u2019s style. \n\nWith 3D models, you can animate a single model in different ways, but with 2D sprites, I had to redraw every frame by hand. Combined with some issues I had with the inventory system, I ended up pushing animation to the very end. As a result, the final animations were low-quality, incomplete, and some only had a few frames.\n\nThankfully, I went back after the jam to patch the game and rework the animations. Now they look much better\u2014almost perfect! There's still room for improvement, and I\u2019d love to hear your thoughts. \n\nWhat do you think about the animations? If you\u2019ve worked in a similar style, how do you handle it? Any tips for speeding up the process?\n\nThanks!\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/57\/the-final-descent\n","title":"Doom-style animations are not easy","wayback_source":[]}