Hey all! Sorry about the lateness on this again, I ran out of time this past evening and wasn’t able to get the MU done on time. Thankfully, I have quite a bit to show off, so let’s roll!

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Let’s start with the simplest thing: the new walljump mechanics! Inspired by SM64, Capboy will now retain his speed when walljumping! This only applies in scenarios where he’s going faster-than-usual speed, and likely won’t be implemented very much (if at all) in the main game, but it helps the game’s physics feel more fluid – which, of course, was my goal as stated last week.

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This second streamable is simply a further demonstration of the new walljump physics, when applied to what is currently Capboy’s maximum speed. Neat!

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Observant viewers may have noticed something interesting in the first video – Capboy now skids to a halt when stopping (first skid)! During this skidding phase, he can’t attack, but he can jump – this is done to slightly penalize lanky-lunging around everywhere. Furthermore, if the player holds in the opposite direction, Capboy will skid to a halt noticeably faster (2nd skid). I’m currently planning on adding a SM64-styled backflip to the fast-skid when jumping, but unfortunately that wasn’t implemented for this update. Lastly, higher speeds logically mean longer skid-times, so while it’s not significant at normal movespeeds, Capboy skids for quite a while when moving quickly (3rd and 4th skids).

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Next up, I’d like to talk about a long-awaited improvement: dialogue sounds! Between the lukewarm-at-best reception to the grunts in Yooka Laylee and my own personal desire to not make 800 trillion grunting noises, I’ve decided to take the Undertale route for voice sounds and simply make it be a single, constant soundbite instead. In addition, I’ve finally implemented the actor system to dialogue, which lets members of dialogue actually be animated! I’ve currently only got 2 rough animations for Capboy, but the system will also work for Spherefriends and other speakers once I get their animations completed.

Along with the actor system, a new Moods system is also implemented. This will let actors express emotion during dialogue, such as anger, confusion, sadness, and more! Once again, I don’t have any animations to show this off yet, but trust me – it’s there!

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The last thing I’d like to show off isn’t all that impressive at a glance, but is actually the mechanic I’m the most excited about for this update. One other major complaint with that certain recent collectathon is the camera – in order to not fall down the same path, I sat down and addressed a major issue with it: small objects causing the camera to jank out hard! Now, I can set any object in the game to become transparent when it’s in the way of the camera – extremely helpful for locations with many pillars, such as the Bravery Test!

There have been some other tweaks – Capboy’s movement variables such as friction, acceleration, and top speed have all been adjusted, and jumping no longer resets Capboy to his max speed. However, since nobody’s actually played the game yet, I didn’t see the point in making (a) separate video(s) for them all, so I’ll just leave it to your imagination. The point is, I feel extremely happy with the gamefeel of the movement now, and am hoping to move on to level design again soon!

Speaking of which, my agenda for next week is to polish up Capboy’s dialogue animations, add dialogue animations for the Spherefriends and possibly the Signs, and then to hop back into level design with a fresh mind and a new perspective. I’ll also take this moment to apologize for the lack of a PU last month – I was hoping to get the level done sooner, but obviously that didn’t happen. Here’s hoping that this month’s can be twice as good to make up for it!

Thanks for reading everyone, and I’ll see you all next time!