TaelinArena
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Character: Mononoke
Hero Description
Mononoke is a Yokai, a japanese folclore vengeful spirit, that possesses enemies, causing suffer and diseases. She plays as a melee caster, being able to curse and debuff enemies, trading her health for it.
Concept Art
*Source: derbpotatoes.tumblr.com *Source: concept arts that I drew
Inspiration
Mononoke is inspired by Blood Moon Evelynn, from League of Legends. *Images taken from League of Legends splasharts and 3D models *Screenshot of an action figure, of female Majin Buu, from Dragon Ball
Moves
Idle
Mononoke stands on a creepy way, looking for victims, breathing heavily. Animation: Reference:
[STICK] Walk
Mononoke walks on a threating way, her clothes floating behind her. Animation:
Hurt
Mononoke gets back a little bit and protects her face.
[LEFT] Bloody slashes
Mononoke attacks with her weapons, on a melee range. This skill have 3 variations, working as a basic attack. 1st Variation: 2nd Variation: 3rd Variation:
[MIDDLE] Scything leap
Mononoke dashes in a straight line, dealing damage in all its trajectory and at the end of it, rooting the enemies, but being a light damage skill. Effect still needs to be developed. The first part of the skill is a dash in a straight line with a set range, this dash will do light damage. When she reaches the end of the line, she does a circular cut, also dealing light damage but stuning the enemies caught in the AOE. Inspiration: Animation:
[RIGHT] Spykes of pain
Mononoke creates an (effect that is not decided yet) on a circular area around here, dealing medium damage and healing her(based on either her missing health or the number of enemies hit).
[SPACE] Sacrifice
Mononoke deals damage around her in a big circular area, she first casts the skill for 3 seconds, being suceptible to damage, until the last second, where she becomes unvunerable. At the end of the cast, she does heavy damage(fixed amount) to every enemy on the area, stunning them for 1.5s, also dealing damage to her(based on current health, 50% or so). Inspiration: *Reference taken from Hollow Knight Animation:
###OPTIONAL
[E] TAUNT
Mononoke cuddles with her tail.
[Q]/Shift Spiritual form
Mononoke turns into a spirit, becoming "invisible"(her foot steps will be shown, both to enemies and allies), while in this form, she receives increased movement speed. She can leave this form by entering combat(receiving/dealing damage or casting a skill), after that, she receives increased damage and lifesteal.
Tasks
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[x] Idle
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[x] Walk
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[x] Taunt
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[x] Hurt
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[x] [LEFT] Bloody slashes
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[x] [MIDDLE] Scything leap
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[x] [RIGHT] Spykes of pain
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[x] [SPACE] Sacrifice
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[x] [Q] Spiritual form
March 4th
Worked on developing different hairstyles and color palletes for her, will be also working on drawing her body and clothes, parallel to Zed's model and animation development. All the work done for him yesterday is already on his issue so here I'll only post her early concept arts.
March 6th
Worked on doing another Mononoke concept art, which is already posted into the issue and worked on some of Zed animations. All time spent is on Zed's issue.
Approved for work!
March 19th
Worked on starting Mononoke's first models. Also finished Zed's issue and sent an invoice.
Worked hours: 3h51m(but will only consider 2h36m, since 1h15m was finishing Zed's issue, which were already sent on his invoice.)
Total worked hours: 2h36m
March 20th
Worked on finishing the base model for Mononoke, started her idle animation discussed her abilities and playstyle with @chanceone126. Also updated the issue. Base Model: Idle Animation: Worked hours - 4h12m Total worked hours - 6h48m
March 21th
Still working on the idle animation, now with the tail movement, also changed a little bit of the movement:
Worked hours - 4h Total worked hours - 10h48m
March 22th
Worked on fixing and finishing Mononoke's idle animation and worked on starting her run animation. Idle: Run:
Worked hours: 2h41m Total worked hours:13h29m
March 24th
Worked on giving her body and tail moviment in the run animation, did the hurt frame and started the "Sacrifice" animation. Run: Hurt: Sacrifice cast and effect:
Worked hours: 5h30m Total worked hours: 18h59m
March 24th
Just worked a little bit in the "Sacrifice" animation, working on the next frame and improved the effect frame.
Worked hours: 33m Total worked hours: 19h32m
March 25th and 26th
Worked on continuing the sacrifice animation, changing the effect animation and finishing the cast animation.
Worked hours: 4h2m Total worked hours: 23h34m
March 27th
Added a little bit of movement into the run animation(already rendered and uploaded in the issue) and still working on the "Sacrifice" effect animation. Did some concept arts and asked for tips, but still working on it. Sacrifice effect:
Worked hours: 3h50m Total worked hours: 27h24m
March 28th and 30th
Still working on the sacrifice animation.
Worked hours: 2h21m Total worked hours: 29h45m
March 31th
Just did some minor tweaks into the sacrifice animation to finish it, will be rendering and posting it into the issue. Also discussed the game design with Alexandre and sketched some concepts for the map.
Worked hours: 53m Total worked hours: 30h38m
April 1st
Did the "Spiritual form" animation and kept sketching the game map, also discussing the game design with Alexandre. "Spiritual form":
Worked time: 1h55m Total worked time: 32h33m
April 2nd and 3rd
Started working on the first variation of "Bloody Slashes"
Worked time: 3h26 Total worked time: 35h59m
April 4th
Finished the first attack of bloody slashes.
Worked time: 44m Total worked time: 36h43m
April 6th
Started doing the second variation of "Bloody Slashes"
Worked time: 1h5m Total worked time: 37h48m
April 7th and 8th
Still doing the second variation of "Bloody Slashes", made two animations, one with more frames than the other. More frames Less frames
Worked time: 1h29m Total worked time: 39h17m
April 13th
Finished all the "Bloody Slashes" and rendered all the animations done until today, everything uploaded into this issue.
Hours worked: 2h17m Total worked hours: 41h34m
April 14th - 17th
-Started working on the Scything Leap animation:
Total worked hours: 2h33m(14hth - 17th) + 41h34m = 44h07m
April 19th
Still working on the Scything Leap animation:
Total worked hours: 42m + 44h07m = 44h 49m
April 21th
Still "sketching" the second part of Scything Leap, will try to finish it today and update the issue.
Worked hours: 2h35m Total: 47h24m
April 22th and 23th
Finished the Scything Leap animation, will be rendering it and posting it later.
Worked hours: 3h55m Total: 51h19m
April 28th
Started the Spykes of Pain animation:
Worked hours: 2h38m Total: 53h57m
March 30th and April 1th
Finished all of her animations and uploaded the taunt animation into the issue!!!
Worked hours: 2h38m Total: 56h35m