Incompetent Elytra Pilot - A Minecraft Animated Short
Incompetent Elytra Pilot - now available on Youtube
Watch it here: https://youtu.be/EnKUo2b6OJs
Incompetent Elytra Pilot - now available on Youtube
Watch it here: https://youtu.be/EnKUo2b6OJs
After the success of the last two short animation projects, I decided to tackle a much greater project. 120 seconds and around 1900+ frames and 28 shots compared to the previous 20 second single shot sequences. This also means its taking much longer. Currently I have had pen to paper 40 hours over 2 weeks. There is also a lot more planning gone into it, Timing, layout, audio recording and mixing, plus I spent a lot of time in minecraft just watching how Shulker boxes animate, which is actually going to be the hardest part. A few other challenges to overcome as well, One 6 frame sequence required a zoom in and up, which meant the entire background had to be redrawn on every frame.
Currently I have drawn over 600 individual images. Also every frame is at least 3 layers. Lines, Colour, Colour detail (shadow and Highlight ) .
When complete I'm expecting the project to take around 80 to 100 hours of active work or around 4 weeks, but realistically I will have spent around 200 - 300 hours If I include all the thinking and planning. Incompetent Elytra Pilot will be released here on the House Party first. Stay Tuned.
This is the rough outline of an Animated Short film.
Storyboard production time 3 hours.
Run time around 60 seconds @ 30 fps - 1800 frames
The next step is rough layout and timing probably using Davinci Resolve.
NOTE: This could even be made into a stills comic.
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The Idea came from a single comment when I crashed in Minecraft while flying. "Incompetent Elytra Pilot" I wrote the comment down as I thought it was funny.
Unable to sleep last week I came up with the entire scenario which is based on actual events while playing minecraft with my daughter Suki. First time I got the Elytra wings, I hit the ground and died.
Anyone familiar with Minecraft will know how much effort is required to get the Elytra. So an immediate death isn't a great outcome.
The current design is to have the game remain 2D in a 2D space with shallow shadows as if the Sprites are paper cut outs sitting just above another layer of paper. However this presents a stack of challenges.
Option 1. Draw all the shadows into the sprites.
Not only does this create a ton of extra work, When the sprites, Player and NPC's overlap upon attacks etc. the shadows cross over layers and does not look good at all. Plus I'm going for more of a 2D style of what was achieved in 'Paper Mario' however Paper Mario was built in a 3D space.
Option 2. Draw shadows as a separate sprite sheet.
Again a ton of work and not sure how easy this would be to implement without bugs and may increase CPU load. The project is designed to run on even the oldest machine so this isnt a good option.
Option 3. There appears to be 2D 'fake' shadow options built into Godot.
This will require more investigation but looks like a good option.
2D lights within Godot
also a better option may be
To use code to make a copy of each sprite, colour black, and add to a single layer behind the sprites. This will require testing.
NOTE: you think your game idea is simple until you start actually working on it and realise there are hundreds of elements you didn't think about.