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!
I’ve spent most of my time lately integrating spine, and Klank’s animations. I’ve also been working on getting some movement mechanics in, such as climbing. After spending quite a bit of time thinking about the best way to implement this, I decided on this approach. Basically, we have two sensors. These sensors will sense when an object at the correct height is right next to klank (the blue highlighted sensor), but if the red highlighted sensor is touching something, that means that the obstacle is either too high or has something ontop of it - so we can’t climb on that. In this image we can climb it:
I decided to make climbing an automatic thing, so all you have to do is run upto an obstacle, like that barrel, and klank will automatically climb up onto it and continue running. Alternatively, you can just jump over it - it depends on your play style.
…and here’s a crappy GIF!
Next up: polishing the climbing, waiting on more animations and writing a multi-platform input controller