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Steam News25 March 20263mo ago

ARDENT AZUR: THE ANIMATION (DEVLOG #3)

Hello everyone! Already the 3rd DevLog episode, and today we’re going to talk about animation, especially attack animations.

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Full Ardent Azur update

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Repeated intro

Hello everyone!

What changed

0 fixes1 addition2 changes0 removals
  • Gameplay
  • Balance
changedAlready the 3rd DevLog episode, and today we’re going to talk about animation, especially attack animations. Other games in the genre often feature very polished attack cutscenes, but over time, they can become time-consuming. Even though they usually only last between 5 and 10 seconds, when repeated hundreds of times throughout a campaign, they start to weigh on the flow of gameplay. As a result, most hardcore players end up disabling these animations.
changedLet’s be honest, we’re far from Miyazaki-level quality, but the result is still solid and, most importantly, perfectly clear for the player. I think here you can all see a magnificent wave dealing a large amount of damage! Steam post image
addedAs I mentioned in the first DevLog, I focused on gameplay mechanics and systems before polishing the visuals, but I still had to use placeholders in the meantime. The comparison between the old and the new really shows how far things have come, and it’s great to see! Steam post imageSteam post image

Ardent Azur changes

changedAlready the 3rd DevLog episode, and today we’re going to talk about animation, especially attack animations. Other games in the genre often feature very polished attack cutscenes, but over time, they can become time-consuming. Even though they usually only last between 5 and 10 seconds, when repeated hundreds of times throughout a campaign, they start to weigh on the flow of gameplay. As a result, most hardcore players end up disabling these animations.
changedLet’s be honest, we’re far from Miyazaki-level quality, but the result is still solid and, most importantly, perfectly clear for the player. I think here you can all see a magnificent wave dealing a large amount of damage! Steam post image
addedAs I mentioned in the first DevLog, I focused on gameplay mechanics and systems before polishing the visuals, but I still had to use placeholders in the meantime. The comparison between the old and the new really shows how far things have come, and it’s great to see! Steam post imageSteam post image

Already the 3rd DevLog episode, and today we’re going to talk about animation, especially attack animations. Other games in the genre often feature very polished attack cutscenes, but over time, they can become time-consuming. Even though they usually only last between 5 and 10 seconds, when repeated hundreds of times throughout a campaign, they start to weigh on the flow of gameplay. As a result, most hardcore players end up disabling these animations.

But guess what: knowing my resources (none) and the size of the team (1), I knew from the start that creating such animations wouldn’t be possible. However, some level of animation, even minimal, is necessary! So, I rolled up my sleeves and set out to uncover the secrets of animation.

Let’s be honest, we’re far from Miyazaki-level quality, but the result is still solid and, most importantly, perfectly clear for the player. I think here you can all see a magnificent wave dealing a large amount of damage! Steam post image

As I mentioned in the first DevLog, I focused on gameplay mechanics and systems before polishing the visuals, but I still had to use placeholders in the meantime. The comparison between the old and the new really shows how far things have come, and it’s great to see! Steam post imageSteam post image

Although more complex, it’s also a great opportunity to create some cool animations for my characters’ SPM abilities. Selen’s Laser Gunbeam now looks incredibly powerful! (And it is.) Steam post image

And that’s it for today! To see more, you’ll have to play the demo, which should be coming sometime in May. I hope these small animations have whetted your appetite!

See you soon! Hugo

Source

Steam News / 25 March 2026

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