Helibrawl

The helicopter vendetta DevLog

(Updates tuesdays)

Long time… been refactoring

I’ve changed a lot of things lately, fighting with the code to have a stable build to start testing it more thoroughly. I completely forgot to update, guys.

  • Fully changed the zoomed-in melee inverse kinematics system to be more predictable and fun.
  • Total rewrite of drawing code to better support transformation trees, and also allows for a better integration with Box2D, avoiding redundant translations. This refactoring took forever, but it’s super useful.
  • Enhanced the particle system to interact with the environment and also take into account the camera speed which translates in a more realistic falling sensation.

I’ll leave you with some “bug art” for now, from the transition.

bug_lean_shit_static