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A 2D arcade sword-fighting game, inspired by the likes of Punch-Out! and Crossed Swords, Child Arms puts you into a world where the majority are youth who have now gained the knowledge to explore what is their version of the 16th century.

Report RSS ⚔️ We have an animated trailer 🛡️

Taking a break from the game, I created an animated teaser trailer for Child Arms.

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𝕱or the past months, I have been working on animated projects in order to improve my skills and I have finally finished my first real project, which was a teaser trailer for Child Arms.

What you're seeing is only half of what I actually planned. I story boarded and sketched out nearly 2 minutes of footage since the first of February. I was expecting to finish it in about 5-6 weeks, but near the end of the first week of March, I discovered that I underestimated the workload. It was taking so long that I had to cut it short otherwise I may have spent another month or two to finish the rest.

To further understand, I'm going to go a bit into the process. I'm also going to talk about the game's status afterward.

I have never actually animated anything this intensive before. Sprites were the most I have done with animation, but I wanted to give it a shot. Since September 2021, I have been practicing my skills, trying to see what I am capable of. After getting approval from friends on Discord, I realized I may have something going on and decided to give a teaser trailer a shot.

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I've always desired to have an animated trailer for my game but never thought I could do it. I believed that the only way I could get an animated trailer was to simply hire a studio to do it for me. But after getting confidence, I figured I might as well give it a shot. It all started in mid-January when I spent the remainder of the month preparing for production. In February going into March, I did nothing but draw for 7-8 hours a day. Just drawing frame after frame, testing animation, coloring, and everything else required. As mentioned above, I had to cut footage from the rough draft. Heck, even cutting the footage down to 40 seconds, it still took went weeks over the estimated time. That's animation for you.

But in the end, I felt there is still more for me to learn about animation. I think I overdid it with the filters and the character designs just look so off-model at times, particularly Enro since he's the only character from the game present. I still have a lot to learn, but I learned so much from this experience that I'm confident I'll just get better over time.

I am still planning on completing the full 2-minute footage but who knows when that will be complete since I can only work on it every now and again. I'll be an alternative between working on the game on one day and working on completing the trailer on the next. And even after it's done, I have ideas for another animated trailer, but we won't know what that is about until the future comes.

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With all that said, what about the game? Have I been working on it? Yes, but slowly. Please understand that having a new business venture means that you got to dedicate so much time to it to get it up and running. The days when I spent all hours perfecting the game play of Child Arms are behind me now. I now have to consider my future and where it is heading and that means making sacrifices. Times are hard my friends.

For the past few weeks, I have given the game an hour of my day and have managed to reach a point where I can release the new updated demo featuring the first-person view. It's been so long since it's been announced, almost a year actually. Now it's finally going to be available for you guys to check out. It's like a whole new experience to have that perspective and I believe you guys will be pleased with it as it has been a requested feature.

But before I can release this new demo, I have to update the entire Child Arms social network which includes updating screenshots and descriptions to reflect the change. I barely had time to work on the game itself so the social sites for Child Arms had been put by the side. It's time for an update.

There is still no release date for the demo but once it's ready, there will be a notification on the Twitter page and once it becomes available, I will announce it here on IndieDB.

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Please be sure to follow us on our Twitter for announcements and posts.

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And check out our Itch.io page for a more personal account on the development of this game.
Be sure to download the demo and wishlist on Steam:

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