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ALEC'S

Developer Blog

Armor, Alarm Stuff & Spine Models

8/6/2017

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Hello everyone!

Today (and yesterday) I've been working on perfecting the system that replaces alarms as well as armor. I'll talk about the alarms first. The system I'm working on consists of a variable called 'step' that increases every tick of the game, working as a timer. I can then use this variable to count when the block breaking animation should advance a frame. There are a few complications with this system that I'm still trying to work out.

Aside from the alarm system, I'm starting work on the revamped Spine model... starting with armor!
Picture
Spine has an attachment system that allows you to attach items to the model and animate them seamlessly together - perfect for what I'm trying to do. If you didn't know, Spine also features a skeletal animator. I used Spine to create the current player sprites, but since then I've lost the file and I think it needs updating anyway. What's also cool about Spine is that I can re-use the bones for other models! I can use the same skeletal animation as the traiad model for a human model, which will make it very easy to make several races to choose from.
Picture
This creature here is a 'lizman', one of the races that I'm working on. In this screenshot you can also see how bones are set up. Bones can be moved to manipulate the model.

​Until next time!
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    Task

    February's task is to improve the combat system and create a system for enemies and their AI.

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    The author of the blog is Alec. He posts weekly, usually on the weekends on Saturday.

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