Funday for a Sunday

Evening, Interns!

The intern has had a number of improvements in the last few months and a lot of it has had to do with how he moves mid air. One big thing we were missing, partly because it’s not built in, was mid air drag. You may have seen a blog post about its addition in the past. Lately, though, we’ve been thinking that we can do more to make mid air movement even tighter. What we’re looking at now is mid air acceleration. The change is subtle and we want to continue to refine it but it’s clear that the Intern’s base acceleration needs to be malleable if we want to get the best feeling character that we can make. The Intern is an ongoing project and we will continue to refine how the player controls our scrappy hero!

Other than that, the dialogue has been coming together nicely. We’re at the point where we can start to incorporate missions into the dialogue system. Behavioral systems continue to ramp up to working and implemented status. We’re still working off a fork of the master branch, knee deep in a reorg of assets, folders, and labels.

We can’t wait for just a few more pieces to fall into place and we’ll have our first in a regular series of fun-to-play™ test builds in your hands.