It took a little longer than expected, but the tutorial on the Bonehead procedural animation system is done!
It took a little longer than expected, but the tutorial on the Bonehead procedural animation system is done!
implemented crash landing
going overboard with debug/test areas is my favorite part of gamedev
First boss WIP
I’ve just started using Twitter, so if you’re interested in more incremental updates on the game, my handle is @Weaver_Dev
Some running and jumping animations
Spent most of the past week studying up on all things 3D and smoothing out the asset pipeline. I’ve redone everything related to the moth a handful of times times now, but I’ve finally got the hang of it.
Gameplay Soon™
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.