{"author_name":"Drogulisk","cat":"LD #33","comments":[],"epoch":1440320220,"likes":0,"metadata":{"p_key":"14597","p_author":"Drogulisk","p_authorkey":"57489","p_urlkey":"49862","p_title":"Burning the Midnight Oil","p_cat":"LD #33","p_event":"LD33","p_time":"1440320220","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"57489","us_name":"Drogulisk","us_username":"drogulisk","event_start":"1440115200","event_key":"29","event_name":"LD33"},"text":"<p>Hi guys,<\/p>\n <p>We&#8217;ve made a lot of progress. A lot of the art is done. A lot of the engine systems are in place, and the systems design of the\u00a0monster&#8217;s abilities are planned out. We&#8217;re just\u00a0one step away from implementing all of the gameplay.<\/p>\n <p>The blocker right now for programming is having to roll our own 2D Puppet Animation system. Basically, we&#8217;re just doing joint-based animations.<\/p>\n <p><strong>What&#8217;s Done:<\/strong><\/p>\n <ul>\n <li>The joints are restrictable between a min and max value while shaping the puppet<\/li>\n <li>Keyframes of a puppet&#8217;s current joint data are recordable<\/li>\n <\/ul>\n <p><strong>What&#8217;s Left to Do:<\/strong><\/p>\n <ul>\n <li>Interpolating the quaternions of all the local rotations<\/li>\n <li>Implementing a custom inspector for modifying keyframes and durations after they&#8217;re recorded<\/li>\n <li>Creating the functions to Play these animations in the game<\/li>\n <\/ul>\n <p>We&#8217;ll probably be posting some videos once we&#8217;re in the Beta\u00a0stage of the project.<\/p>\n <p>Everybody&#8217;s projects are looking fantastic! We can&#8217;t wait to join you!<\/p>\n <p>~Drogulisk<\/p>","time":"August 23rd, 2015 3:57 am","title":"Burning the Midnight Oil"}