Continuing on with even more DeskMate animated icons I have created recently (in an attempt to help my wife with her side business’ website), I would like to present you with this new one! With each icon I wanted to challenge myself differently (mostly because I’ve never animated in this way before, and have never created .gifs based on my own graphics). With the first icon I posted not too long ago, I just used basic rotation on the flower, going at 15 degrees every frame. With the second icon, I also rotated a certain part of the icon (the swirling cream), but also messed around with scaling for the heart, to create the illusion of it beating. As for this third icon I worked on, I thought I’d try actually animating the pieces, one frame at a time, one piece at a time, and not just do a simple rotation or transform movement.
What you see above is what came out of this newest challenge, and I think it turned out pretty nicely. The only drawback to this icon being used in the website, is that, for now, it doesn’t loop its animation. I was playing around with different export settings with each of the icons – to learn more about .gif creation – and I just so happened to export this one on one loop (considering the animation itself is about organizing). I am more than likely going to go back and make it to where the last few frames show the papers being scattered out to their original points, to have the .gif infinitely loop, making the stack of papers constantly move around like the other icons seem to do.
*(I have updated the above .gif with a few more frames, so that it now seamlessly loops infinitely.)
Let’s keep going over the different aspects of the GM Interface I created for “DDnD – Unsung Saviors.” The .gif above showcases each of the 5 different Buntaien’s Soul Charges, and how they change depending on what Soul Charge Level they are. The effect – if you could even call it that – is a minor one, and is just different sprites that overlap one another dependent on the level. With each level, the Soul Charge icon (which I also put inside an emblem – just like with some of the other interface assets) changes and gets bigger, tacking on a number that is the same as the level, itself.
I may have already briefly discussed how Soul Charges work, but I might as well reiterate and elaborate, further. In the original prototype fighting system known as “Buntaien Brawlers,” Soul Charges evolved into being a core system of the battles. Considering the fighting system in “DDnD” is almost exactly like the prototype, Soul Charges here, too, play a very important role in keeping battles engaging, fun, and even unexpected, at times.
For example, during the first campaign, there is a point where the players are made to spar with one other, in a sort of training exercise to introduce them to the fighting mechanics of the game. During this bout, their Soul Charges can’t be used as intricately as they could in “Buntaien Brawlers” (mostly because at this point in the story, their Buntaien characters haven’t developed any actual abilities, except for the basic ones). However, even without their fullest strength, Soul Charges can be very helpful in both offense and defense. Whenever a player incurs any amount of damage, they automatically gain 1 Soul charge point (which by itself, these points are useless). Once a player gains 3 Soul Charges, they achieve their first Soul Charge Level. Each level (out of 3, maximum), can “buff” the player’s attacking and defending powers depending on the level they achieve. Level 1 will allow you to tack on +1 to their die rolls, while Level 2 tacks on +2, and of course, Level 3 tacks on +3. So basically, if you were to attack someone with a D4 and rolled a 4 against the opponent’s 1 (let’s say), that would come out to an attack of 3 points to the enemy. Let’s also say they have a Soul Charge Level of 2, which in this case makes their attack a total of 5 points (the initial 3 plus the extra 2) against their opponent.