Rock ledges, cliff edges, helmet and cape for the hero
What happened today
This is our second update for today, and the full report for the day follows this evening. So far today has been almost entirely about how our world feels once it has height. The starting area now has a rock ledge with a red edge and a staircase, and behind it a tall test cliff with two levels. Cliff edges are blocked, so you only get up and down by stairs, ropes and climbing spots, while a low ledge is always something the hero hops down from.
What we got done
We tested the cliffs in the game ourselves, and one thing stood out right away: the hero stopped much too far from the edge. Now his feet go almost all the way to the rim, up top and down below, and it feels far more believable. The invisible obstacles around objects also follow the exact shape now, so you no longer get stuck on an edge that isn't there.
Climbing works in several ways by now. On a rope you move freely up and down, you hang in place when you press nothing, and the rope stays behind the character. There is also a rock wall with handholds that you can climb sideways, which will make steeper mountains with branching routes possible later. Enemies take stairs too and find their way around walls.
Our hero wears a space suit and now has the matching space suit helmet on his head from the very start of the game. The fiber cape is new too: it already sits on the character in all eight directions, and it still needs its final polish. Our editor is also getting a stair tool: you click a cliff wall, it opens up at that spot, and the right staircase is placed right away. In the background we also worked on our tools and routines so the rest of the day runs smoother.
What's next
Next we want to show you the hero with helmet and cape once the cape has its final polish. Until this evening we will check whether the stair tool holds up when building for real. Then the full report follows.
See you tonight,