Tuning joint behaviour in King Machine is difficult and not very sexy, but now everything's working to my satisfaction I can make cool things like this:
Work on King Machine has been very busy for the two months since the last demo. A lot of that has been boring stuff like fixing bugs, but there are exciting new features too. Here's another demo video showing off some cool stuff you can do…
(Or watch on YouTube in HD.)
Just need to fix a few more particularly hairy bugs and I can get on to the fun business of level design!
OK, so as those of you who read my previous post will realise, this is really King Machine 5. Given that it's going to be the first commercial release and is radically different from the previous incarnations it seemed sensible to reset the numbering.
I'll make a big, long, waffly post about the project sometime soon. For now, here's a shiny video:
(Or alternatively watch it on YouTube in HD.)
And in case you don't have a chance to watch it all, there are Twitter and FaceBook accounts for you to follow and like respectively. (Hey, don't look at me like that, all the cool kids are doing it!)
Twitter: @fastramdesign
FaceBook: www.facebook.com/fastramdesign