Two weeks until GDC. Most important remaining Escape Goat 2 features:
- Transition animations for goat (turning from side to side, jump to fall, fall to land, etc.). Randy has done drafts of some of these, I just need to add the logic to smoothly transition between them.
- Squish tolerance fix: creatures are still getting squished unexpectedly, the most problematic situation being coming out of a Magic Hat teleport. Since most teleports end with the goat intersecting with walls near the mouse’s original position, the game needs to resolve to a “safe spot” near the teleport destination. As any Escape Goat veteran knows, it’s possible to get crushed from teleporting into a narrow passage, but that should only happen when there are really no safe alternative spots nearby.
- New gadgets. I’ve got tons of ideas cooking, and hope to get some prototypes together starting tomorrow.
- New levels. They need to showcase the newest gadgets and visuals (such as lighting) but also provide player training. I have a new device for text-free tutorials I’ll be experimenting with.
The GDC demo should offer a solid 15 minute experience, tuned for showcasing rather than difficulty. The puzzles won’t be brain benders. They should be pretty similar to the first few worlds of Escape Goat 1.