Hey guys,
It's been a pretty frustrating week, but we're working hard to get the release ready + things to where I expect them to be quality-wise. As for the release, Mr. Kittyhawk ran into some unexpected issues when hooking the grapple system up to the combat system, and it's delayed the demo for a few days while he fixes it (the source of the issue is known and he's working on it ). It's not trivial, but we think we can have it ready before the next Inner Circle update. Check out all the details below!
Onyx Animation Progress
We've been working on Onyx's Idle and Walk animations this week. I'm really happy with how Idle is turning out -- let us know what you think so far. I had hoped Walk would go easier since it's our second time around on it, but it was as frustrating as before because Spine doesn't have soft IK to keep the knees from popping. I've pretty much got it down to a science though now, and I think this is already a solid improvement over our old animation.

Vioreaper Nest Progress
We've finally got some results to show off for our biomonster nest map :D. This is still a work in progress, and doesn't have the processing we intend to use, but it's a good preview I think. Definitely check out the higher res image below!

Mr. Kittyhawk's Programming Progress
The big issue this week has been getting the H system to play nice with the combat system. The problem is that handing over the controls from the player to the AI director can cause some nasty side effects, and Mr. Kittyhawk has been doing a deep dive into the state machine to root out logic that may be problematic.
The state machine is basically the system that determines what state an actor is in (walking, idle, being attacked, etc). He's created this partial graph of it to diagnose/prevent issues, and I think it could give you an idea as to the complexity involved :D.

Wraxe Boss Artwork
Limbo has been continuing his work on the Wraxe boss artwork. These still need a few edits, but check em out!
"Mixfix" Animation Blending Technique
Spine's automated animation blending (called mixing) was never intended for complex characters with multiple poses (largely because Spine wasn't intended for that). The result is lots of glitchy warping when transitions happen. It's in fact happening in the old release with the Splicer animations, and it's not pretty. One major success this week is the development of a technique I call "mixfixing", which should allow us the flexibility to dramatically clean up these transitions. The technique basically pre-deforms images so that they better match the skeleton when the image set changes occur. This is the magic bullet we needed, as now we can manually fix (most) issues on any animation transition that can occur.
For it to make sense, I made a simple test showing off a rough version of it cleaning up Onyx's completely mangled jacket during a transition. Excuse the WIP animations from early this week / exploding face :D (there's a fix for that too).
PhatsM
2019-04-10 04:49:34 +0000 UTCMangoFishSocks
2019-04-09 17:43:37 +0000 UTCPhatsM
2019-04-09 05:40:43 +0000 UTC