The summer is nearing an end and schools begins yet again. This means that both my and Lukas’ focus will shift quite heavily towards the subjects we’re being taught, and the amount of time spent on Semest will diminish to the level of the occasional evening and or weekend.
As one of the last “heavy tempo posts” i’d like to show the current state of the project.
On my part, the past couple of weeks have been spent on a number of things including
* Improved ball and chain behavior, making it more “physical” and heavier.
* Added initial game-pad support.
* Created two kinds of levers and a gate that can be bound to one.
* Initial work on a “heavy drag” state for the animation and player orientation
* General improvements of sound functionality.
You may notice the occasional “relaxed pose” moments when Semest is moving around, this is the current placeholder for what later will become an animation where he is slightly bent forward, expressing a general sense of strain. This is activated when his movement is in some way restricted. Like when the ball goes the opposite direction, there being a slanted hill. Or when pulling a lever.
Near the end i intended to show of Semest being pulled of the ledge due to the balls state changing when of ground, but due to the nature of the resulting force being straight down, he instead gets stuck on top of the platform. Something that will have to be polished away to give a better behavior.
Lukas has diligently been continuing his work on the rest of the map, but i should leave the details to him.
Our current goal is to someday in the future complete the first level and then release that freely as a proof-of-concept. What we do from then on is not decided as of yet.
That’s it for now. Feel free to share any form of criticism.