Pine DevBlog #31 - Ledgegrabs and Litter-skins Posted in Development Blogs

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A shorter blog this week!



Yesterday we wrote a longer but summarizing post on systemic design. It collects our thoughts on this important topic and looks at the trend of systemic game design in the game industry - an interesting field that gains more traction as computational power grows! Check it out if you haven't already:





Hue's movement is getting smoother and smoother, as we're focused on making moving across Albamare as fun as possible. After jumping around we immediately felt the need for ledgegrabbing and the ability to keep going when barely making a jump. Hence a ledgegrab:

On the tech side, unforeseen difficulties made us decide to postpone the big optimization trick on our terrain system, so we put that aside for now. However, we finalized our architecture to develop Pine on multiple platforms and optimized the pipeline to develop and test smoothly!Furthermore, we finalized the new and updated Litter to inhabit their game-ready houses we showed last week. More detail, more stuff on their bodies and dirtier than ever. Their skin is pickle-like and their necks now have folds that allow for blowing up when shooting spitballs! Here are some renders:







Until next time!