It’s been a while, but we’re back on the blog to tell you about our adventures over at Early Worm.
For the past few months Skedaddle has been put to the wayside whilst the team have been working on a separate project for a client. Now that it’s all wrapped up, Skedaddle production is back in full force.
In January we banded together and gave the Global Game Jam a go. The end result was a game created in under 48 hours about delivering parcels… on an intergalactic scale!
We present to you… Ali-En Express! The title is definitely not a reference to anything in real life. *cough cough*
The player has to collect a number of parcels at a hub, and then must drop them off at their corresponding planets (currently shown using matching symbols) before time runs out. Some parcels are “Express Post” and need to be prioritised.
Ali-En Express plays using a PlayStation 4 controller but also works pretty well on mobile. We’ll be working on it sporadically as tasks on Skedaddle pick up and drop off.
Another bit of exciting news – we welcome Lachlan onto our team! Lachlan is a Designer with a few years of experience running multiple game teams and projects. He’ll also be stepping up as Producer for Skedaddle. Expect more creative and brain-busting puzzles now that he’s on the team.
No, seriously… These puzzles are on a whole different level! See what we did there? Don’t say we didn’t warn you!
For the entirety of Skedaddle’s development, we have had our technical artist, Mitch, working tirelessly on getting the animals in Skedaddle to look and feel completely natural in how they interact with all kinds of objects and situations.
Initially every action had to be lined up manually in-engine, until about a year ago when we discovered FinalIK and have been working with it ever since. With some recent tweaks and breakthroughs, we have some really cool situations to show you.
With the exception of a default walking and idle animation, all deforming and limb movement is happening real-time in-engine, with objects and surfaces affecting how our animals work:
Joshua has been creating a new spline system, which allows Skedaddle a lot more non-linear movement. This works with a lot more than just character movement, so expect more updates from us using this in different ways.
There’s a lot of under-the-wraps work happening at the moment (new levels, layouts, props, fixes and visuals) that we’re looking forwards to showing you next blog.
Did you know that Early Worm aired on TV in Australia recently? Unfortunately the episode isn’t yet available online, but rest assured we’ll be posting it up everywhere as soon as we have access to it.
And as always,
The Early Worm catches the bird.