Status Update
So zhuowei and I decided to work on a platformer, where the character can transform air into water (and vice versa) in order to avoid obstacles by swimming or otherwise. How this ties in with the theme, “Ancient Technology” is definitely something we’ll have to figure out.
Throughout the day, we’ve been working on implementing the mechanics. We took way too long to figure out that all we needed to do to simulate water physics was to set the Linear Drag to 1. I implemented a nice HUD complete with a breath meter (to limit the use of the air -> water power) that goes red once depleted, signalling the cooldown period. This gives the player an incentive to not completely drain their breath meter.

Showing the breath cooldown after depleting the character’s breath. Normally the bar is blue.
I also took out my graphics tablet to draw some great stick figure animations (I’ve never animated anything before)

Animating a run cycle. Yes, this is Adobe Flash. This really takes me back to elementary school.
Zhuowei worked on some textures and level design, creating a block that floats when you turn the air into water. This will be used as obstacles in the level.
In any case, it’s nearly 2am, and so we’re calling it a night. We’ll be back at it tomorrow morning.

My horribly drawn first attempt at a run cycle.
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Little bit of progress with my game. First upgrades work and theres now customer skip button 


