Hey everybody! Evan Doody here again. It’s been quite some time since my last technical blog post and I wanted to share some of the things we have been working on.
Today I’m going to briefly talk about our double layered character skeletons. As you probably know from videos, images, or previous blog posts, we’re making a 2 dimensional game that moves in 3 dimensional space. One of the many, MANY, problems this causes will arise when two characters attempt to interact with each other. For a majority of the time, it’s not important for a player to be able to tell exactly which character is standing in front of another. The player and the enemies on screen rarely overlap or interact directly. This was not the case, however, when we introduced grappling.