August 24, 2008

jumper 3



I don't normally have the patience for these types of games, but Jumper 3 was fun enough to keep me playing until the end. In it you control Ogmo through over 50 stages, switching between five separate forms with different abilities. For an additional challenge you can try to collect the coins and medals. I really liked the simple graphics and the music, as well as the general atmosphere created by the story and setting.

I personally would have enjoyed this game more if the controls were a little easier. The way Ogmo accelerates when moving horizontally makes it hard to predict his movement, and each of Ogmo's forms have different physics properties which make it even more difficult to learn. But overall it's a very polished experience.

August 17, 2008

more physics animation

I decided to try integrating physics right into the character editor. I'm not completely sure yet if it's going to work the way I expect it to, but the plan is to have both the skeletal animation and the physical movement of the character controlled through the animation system.

For example, consider a character that is made up of joints and quads and attached to a box which is connected by a revolute joint to a circle (as in the screenshots). The walking animation would animate the joints to make it look like the character is walking and it would also animate the motor of the revolute joint to rotate the circle so that the character moves along the ground.





I'm still working out the complexities but I think this system has a lot of potential for awesomeness. It is basically a way of doing data-driven character movement, which gives character creators a lot of freedom without having to write any code.