It took a little longer than expected, but the tutorial on the Bonehead procedural animation system is done!
Procedurally animated sneak
Roughed out a system for foot placement using any old walk cycle
animation
Added a runtime undo/redo system for the level editor
Some gameplay examples.
Haven’t posted any updates in a while – been busy learning all about databases and authentication which I have little experience with. I’ve decided to go with Amazon’s web services for the level sharing component of the game and so far it’s looking pretty good.
Started fine-tuning the player controls by giving each shape a different set of properties. The rectangle has increased air control for getting through tricky gaps and such, and the square has lower drag to allow a sort of charge-up. Hopefully this will allow for more interesting level designs. Also added a maximum angular velocity as the player might sometimes spin out of control instead of dying to crushers as intended.
Redid the context menu system, added object-specific “tweaking” menus, and implemented a preview for object movements while in edit mode.
