Full notes
Full Footy Bash update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
G'day!
As our first post for our Dev Blog, we thought we'd talk about our players not having a backbone.
With the first iteration of character models and animations, we have now figured out what we need our players to do and how. But to do this, they need to grow a backbone!
Let us introduce, Reginald.
Reginald isn't a playable character in the game, but he is going to be the bones (literally) of each player.
The original animations were a POC that worked well enough that we were able to bolt on things as we needed as the game took shape, now we know our requirements.
Rerigging it to a skeleton means the animation will look great no matter the body composition we attach to it, it also means we can add targets like you can see in the above GIF for dynamic animation mixing.
For example, the player can run whilst reaching for the ball with one hand, and face palming another player with the other. Other fun use cases can be dynamic marking, jostling for position under a kick, etc...
Another exciting thing is that we can retain the aesthetic of our game, but bring in a lot more dynamic movement of the character allowing us, for example, to differentiate between normal movement and sprinting.
We're excited to show you all of the shirt pulling, face mashing, elbow behind the refs back animations we have coming, so stay tuned!
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