The great thing about being indie is I can do crazy things and the only person who might suffer is me. (Well, you might have to wait a little longer for the game to be done, but it'll be worth it.)
So I replaced the main character's fundamental physics system last week.
The Mac and PC versions are up on the Linux version should be up by 6 PM PST. Enjoy!
This gives it a noticeably different feel - generally everything's a bit slipperier. So let me know what you think about that. It also gives us a bunch of good stuff:
- you don't stick or float next to walls anymore
- you can stand on moving platforms (and you can swing from them, too, though that's different tech; try hitching a ride on one of the elevated trains)
- you can slide down slopes
- wallrunning is easier
- it's more reliable and solid - we should be popping through walls and floors much less often now
And there's a new level to really show off the new physics - the Experimental Industrial Area level, accessible from the second flooded city level. Give it a try! Slide down some slides, swing from one moving platform to the next.
Couple other good things - Daniel Morris has given us a nice hanging idle animation, and there's more ambient sound effects.
The update's at same Energy Hook place, same Energy Hook user id and password.
On the downside:
- animation states are a lot mankier now (manky is a technical game development term)
- first person mode no longer can wall-run
- the mac gamepad pause and boost buttons are mapped wrong (you should be able to fix this in the opening dialog box)
- the pause menu checkboxes are invisible when using the Oculus
Now, I've been taking a break from Energy Hook this week to participate in 7dRTS. You can check out my progress at http://twitch.tv/happionlabs - I should be back on there plugging away this evening (unless my wife talks me into spending quality family time or something.)
Can't wait to try it!
Posted by: Jason | July 24, 2013 at 06:28 AM