So, progress has been made! I’ve completely re-written the climb system, and now Klank casts rays to see if there is an obstacle above him that he can’t pass. This is done in realtime, so if an object suddenly appears infront of him klank will cancel the climbing action.
I’ve also been completely revamping the smart texture system and creating a powerful vector editor. We really want to focus on free-form terrain and level design. This isn’t too hard in 3D, but with 2D it can be difficult to get it to look right. When I first started work on the engine, the smart texture system was the first component I worked on. They’ve been continuously updated, and now we’re getting how we want them. Here’s some previews, but they’re not finalized yet:
I’ve also been working on other gameplay elements, polishing some editor features and optimizing. More about this soon!