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This week's #screenshotsaturday I did a lot of small fixes.

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This week's #ScreenShotSaturday I did a lot of small fixes.
- Fixed many bugs tied to the slapping of green spheres. The code behind it was a bit sloppy, now it is quite solid. Mainly been about a satisfying input feel, allowing the transition anywhere between the start of an attack to a little while after its ending, while keeping a smooth transition.
- Created a very primitive physics for the ponytail, it's missing the usage of mass and I'm hacking some fake gravity in it for now as time flies and I really need to move on. It will do for now, will come back at it later.
- Created a mockup level for a demo build, as the people who will play it will have never played the game, and as previous tests showed, people would mainly hit walls for 10 minutes, not knowing where to go this level is designed to be less opened to choices, with one large road to test the movement, introducing this dynamic city with many pedestrians and fantasy sci fi, including some basic skating, grinding and introducing the sphere slapping game at the end : hitting the spheres to gather points then unleash it all at the goal at the end of the wall, scoring enough before the timer goes out. Some AI and traps will try to stop you.
To do :
- Air attacks, backward combo and goal shooting animations and implementation.
- Big spheres are special, they hold more points, and I'll have to think of a cool animation where you end up standing on top of it, on the metallic circles around it, from where you can jump again. They can be used as platforms to access higher locations.

Comments
hughmead123
hughmead123

This looks hella fun

I use to play aggressive inline on PS2 and it reminds of that mixed with SSX3

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