Lots of updates plus tips on animating a ferris wheel



Today's build has quite a few updates:

1. Sections of the town are now locked until you reach a certain threshold (e.g. play one level to unblock the bridge). 

2. The final level for the town is visible, but it's locked with a prompt for how many awards you need to play 

3. A Ferris wheel has been added (see below for how this was done)

4. The camera on the level has been updated not to move so much when you first launch the level 

5. You can now reach the pause menu from the level select screen 

6. Game icons have been added for launching the game, and the Window taskbar 

I also overhauled how the levels load (again) to try to reduce the crashing.

Animating the Ferris wheel

So yeah... animating that Ferris wheel. I came at it from a few different angles. The challenge with animating it is making the gondolas stay level while rotating around with the wheel. I came across this awesome video that gave me some ideas:

Buuuut, I couldn't get the constraints to work when exporting it to Godot. So I followed a similar approach (using constraints), but in combination with an armature. This allows me to put the whole model into one mesh and associate parts of the mesh with the armature bones. The bones can then use a similar "copy location" approach that the video above uses.  I'm pleased with the result, but I wish I'd known about the challenges with the constraints earlier, as I could have saved myself a couple of hours.

Files

too-many-sheep-windows.zip 40 MB
Version 97 Apr 13, 2023
too-many-sheep-linux.zip 37 MB
Version 81 Apr 13, 2023

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