Finish first version to point where you can use input to reverse the animation down the hill
Add the ending
WENT WITH THE AWFUL PROCESS OF DRAWING RECTANGLES OVER IT. WORKS. How to indicate the “top” of the hill? (Remove in all images is a huge pain, code to draw rects over top part of the hill would work but is ugly?)
Separate animation elements (ala Limited Edition for efficiency and because I’ll have to elsewhere)
Remove instructions once they’ve followed them and had an effect
Change input to repeatedly tapping left (or space?) to force boulder back down. Left is funnier?
Sound
Final pre-testing checks
Zeno
Assemble assets into atlas
Create basic scene with key assets (animating) in it
Draw ground with graphics (and don’t scroll it)
Draw little white dots on ground (seeming to mark start, half-way and finish but actually there to show motion)
Add ability to move flag with keys
Add scrolling of the dots and Sisyphus when the flag moves to the right against the edge (until Sisyphus back to max left)
__ NO__ Contemplate whether a camera that zooms out would be better (but problematic for being non-infinite)
THIS WORKS WELL Try a version where Zeno can scroll off the left side indefinitely (maybe add one of those little “< ZENO” markers)
Add ability for flag to move left and scroll Zeno back toward his goal (dots go other way)
Sound
Final pre-testing checks
Danaids
Assemble base assets into atlas
Create basic scene with assets
THIS ISN’T NEEDED Create bath animation that can empty from five rows of holes (one per 20% fill from the bucket)
Get the basic process of the Danaid automatically filling bucket and pouring it into the bath
Add Danaid getting into bath at 100% full
Get basic emptying working: you press the button, holes appear, water comes out, all water lost
Get percentage dependent emptying working (need a special animation that splits water actively coming out from its ending)
Empty while pouring: empty after pour complete
Add ability to empty tub at any point
KIND OF JUST WORKS? Emptying while about to pour?
Empty while bathing: empty full 100%, then Danaid gets out and goes back to filling
Empty while climbing in: choose some point of no return for getting in anim and before that reverse? Or just always make them get all the way in then out again?
Add ‘cleaning’ frames (or just flash “WASHING””? or just say that when they get in they’re instantly clean? Or have a percentage of CLEANLINESS going up)
THANKS CHARLY Change controls so that you open holes, it empties (or not) and then they close again (to avoid the situation of just leaving the holes open indefinitely and thus not needing to stay on guard and punish)
Sound
Final pre-testing checks
Tantalus
Assemble assets into atlas (including separating tree, water, Tantalus)
Create basic scene with assets
Add ability of Tantalus to eat and drink
Add ability to move tree or water away with key hold
Automate Tantalus to reach and stoop randomly
Handle scenario where he’s reaching and you lower the branch (he should grab the apple right?)
ACTUALLY HANDLED BY HAVING HIM NOT REACH/STOOP UNLESS THE THING IS AVAILABLE Handle scenario where he’s stooping or unstooping and you raise the water (he should unstoop and drink the water right?) (or should it simply be that if the water goes over his head he just drinks it? How can I tell?)
Sound
Final pre-testing checks
Prometheus
Work out how the flying part is going to work because it ain’t clear yet?
Assemble assets into atlas
Create basic scene with assets
Enable free-form flying around
WENT FOR NO EXIT ON ANY SIDE TO CREATE SENSE OF CONFINEMENT Constrain flying based on wrap and no-exit for sides and top respectively
Create hotspots for snap-to-landing
Enable pecking
Put in liver stat and make pecking affect it
NOT NEEDED I THINK? YOU’D TRY IT EVENTUALLY Add instruction for takeoff? Or not really needed?
Enable auto-struggle
Improve day/night cycle (fade in from night especially)
THINK THIS IS FIXED BY MAINTAINING THE INSTRUCTION IF YOU LAND ANYWHERE OTHER THAN THE RIGHT SPOT? The question of whether it is clear which position is suitable for liver pecking? Add a literal arrow pointing to the spot?
COMPROMISED BY HAVING GRAY ROCK AND PROMETHEUS BUT BLACK EAGLE WHICH IS BEHIND THE ROCK SO IF PERCHED DURING NIGHT YOU JUST SEE THE EYE Consider adding the grey versions to full night
Change peck input to spacebar?
Sound
Final pre-testing checks
Two-player
Implement it please.
TWO PLAYER WILL BE A DIFFERENT GAME - because it doesn’t make sense in the context of “inversion”, maybe it can be a “competition edition” or something. Hehe.
Finishing touches
Add stat counting stuff
Should I have some kind of fancy “Pippin Barr” logo thing?
Fix CSS to position the canvas in the centre of the screen at least
Release process
Make a press kit
Make sure the repo looks pretty
Send to press
Release (Tuesday 29 January 2019 10:00EST)
Bugs
GUUUUEEEESSSS I FIXED THIS WITH THE PRELOADER? TTF font doesn’t always display, vanishes after hard reload (no cache), drops back to Times or similar
Seems to rectify when you load the next scene (Sisyphus always has correct font, even when Menu doesn’t)
I’ve actually seen it break on the second scene too now, but very rare - what is this??