A while back Aether was featured in a Self-Made Island video,
courtesy of Berserkx33's recommendation. Very nice of you, my dude! If you're frequently looking to this thread for updates, then I'm really due for one.
As mentioned before, we're working on a rehaul of the physics first so I'll show off some of that.
Returning from the demo is the High Hop
and Long Leap
, which are handy little tools for getting around. However, there's some added functionality we're working with as well:
Thanks to a very precise amount of control the new physics gives between speed and jump height, you can perform a Big Bound if you time a Long Leap correctly, which gets you some serious distance.
In addition to that, you can search all over for special areas that bestow new power ups. You have a permanent choice between two, and are locked into that choice for pretty much the rest of the game. With four of these locations, you can have 16 different permutations by the end of the game!
So here's one of the sets:
This gives an extra bit of oomph to your leaps and hops, and also creates an explosion under your feet as well (to be implemented)! That can let you access areas that would otherwise need a bomb to blow open.
You can enter the Sonic Sprint when running by pressing R, which greatly increases your max speed on the ground and in the air. You also are not nearly as affected by momentum in this state, which lets you make hairpin turns even in midair. Eventually, you will also be able to glide on top of water!
Given the choice between the two is tricky, so you have to make the best of what you're dealing with.
Oh, and if all you want is top speed:
Exploding across the land is your best bet, as usual. If this doesn't sync up, it's a 176 vs 216 frame difference to the finish line.
One little extra detail before we get into animations: gravity is a harsh mistress, and you now have to be careful on any descent in an unknown location.
If you stand still for a bit, you may get overpowered by curiosity or cleanliness. We should all get overpowered by curiosity or cleanliness every now and then, I think.
This is how the Sonic Sprint looks. Not... quite sprint
-like, actually, but it's alliterative!
No rope will be unshimmied within her sight
Horizontal beams will not be spared
The Bag Bash, bashing. Her rucksack delivers the pain in air or on the ground, and this move replaces the punch that was in the demo.
Food and Drink! What's planned is the ability to store stuff and consume them at any time. The heartiness of what you're noshing on will affect how long it takes to use up, so lighter meals that heal less may be better in some situations than a full course meal.
Eszett is used to delivering the hurt, but there will be plenty of times when that hurt is returned to sender. Taking a meaty enough hit or hitting the ground hard enough will make Ez much more vulnerable to another hit as her movement is cut drastically.
Too bleak? Sorry, here she is swimmin'
And lastly, a little thing I foresee is making some areas absolutely colossal-looking by making Ez a teensy little thing.
I'm pretty well into animations, but I did have a sudden realization that Eszett's design could be spruced up a bit with a pair of gloves. Mind giving your thoughts one way or another?
Currently working on Æther: The Infinite Library
Other Submissions of mine!