Moof Project - Background Cont. and Missing Pose Sketches
- jonathanluitjens
- Jun 13
- 3 min read
Hello to everyone, apologies in advance for a short post, but I am working a bit on rough-detailing of the other backgrounds from sketches, and making one missing key pose for Moof to make a hopefully nearby playable demo in the near future. Will get into the details enough to convey the ideas in mind and bring light to what's been going on. A while back I mentioned making backgrounds for locations of the project, and a majority of them was at least rough sketches,
IE:



Well I've mentioned also last week also having started making gradients for said backgrounds

Missing a Dawn (I am still trial-and-erroring color palettes) but overall for a time of day setting.
Well this is about where those come into proper effect.
Although this is still raw, VERY raw, it's progression showing there is color testing coming.
Framing a rough area for some places like Ashra's airship, or the exterior of the Desert


They're still raw, no shading and rough detail position/placement yet, but looking to getting the landscape itself down and looking good in a way that can also work in parallax.
I will however likely need help soon with sky gradients as I am kinda colorblind and don't do well with gradients, but this may be a later problem I will make a post about.
All I need before I do the detailing and level building in a FULL effect is rough backgrounds (above shows that's going well) and a tileset (universal one is check too, just needs testing soon, gonna go into that in just a second)

So worldbuilding prep is going along. ON THE FACTOR OF PLAYING ELEMENTS though, the Moof himself, I'm looking into finally getting a playable format for him, but I just need a few things set up before he can be. I mentioned before he is getting his sprites re-shaded which is going quickly when needed as the Cel Shaded method is working faster and also still looking nice, however he's missing some poses I also mentioned, and the main IMPORTANT one aside from style points needed was a wall cling.
I wanted to experiment a light wall jump factor, closer to Smash Bros. wall jumps than Megaman X ones
(The idea is a system counting wall jumps that adds gravity so after a while you lose height instead of gain to keep it from being broken, which can be done through a global counter that resets on grounded animations and counts per "wall jump") And I feel like I need some kinda sprite for it now cause adding one and changing hitboxes after feels like a muddled down order of events. Only step was to plan how it'd look for him to actually stick himself on said wall.
Currently the top left has 3 (also a maybe spring bounce for when I get a basic playable format and a jump off the wall to use as a trigger for the wall jump counter)

I am leaning towards the first currently, mainly because of the little squished snout.
If I can link it to being on wall contact, separate to being FLAT walls and ignoring sloped walls, and make a counter, all easy steps in mind but in action can be tricky to connect, but I should have a system in mind that'd maybe just work out nicely.
In my old times of tinkering with Construct 2 solo, I DID make a wall jump and a GLIDE work when I had a dragon protag for experimenting with, so I know roughly HOW to do it, just about actually putting it in with everything else.
I'm hoping that if EVERYTHING lines up PERFECTLY that I can maybe have a playable demo hopefully around the time of the next blog post, but there's no 100% confirmation of it. I will tell more when it comes up, but that's only in due time, so for now that'll be all from me.
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