Cranked Monday Update - UI, Rider Movement, and Customization
Yo! Hope you had a good weekend.
If you're new here, we have a Team Sync every Monday where we talk through our plans for the week. These are the notes from our meeting.
Here's what we're focusing on this week
Michael
Last week, Hodge focused on the rider's hip movements. He's done with that for now and moving on to other body parts.
Polishing the rider animations so the legs stop clipping through the frame on 360s and backflips, then smoothing out the spine and upper body so the rider moves less stiffly. Knees, spine, shoulders, and head work are up next on the list.
We'll try and preview some clips later this week.
Maggie
Building the interior of the Rad Dog shop.
Designing a spot in the shop to show off the bikes.
Joe
I finished implementing all the new UI (user interface) this weekend. Now comes the tedious process of testing and fixing issues. I'll spend most of the week fixing and polishing the new UI. If all goes well, we will release a new build at the end of the week.
A sound design session with Paulie before she heads to Gamescom.
Last week I showed some mockups of the UI. Here is an actual in-game screenshot of it up and running! This version has some issues like missing thumbnails, but at least it's working!
Andreas
Finishing the Flex glove textures, almost there, then moving on to jerseys and pants.
Bryan and Julian
Rebuilding the Crank Collabs system and getting it into the build, aiming to have it done Friday.
Refreshing the Steam page with new screenshots and clips.
That's the plan for this week. If UI testing goes well, we'll get a new Patreon build out this week.
Lucy says hi. She likes to sleep next to my desk while I work 🙂
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w dog
