The Road to v16 - Zeepkist Devlog Part 4

Zeepkist

Welcome to Zeepkist! You race soapboxes down hills!

[h1]Zeepkist Devlog[/h1] Hey everyone!! If you've been following along on [url=https://steelpan.dev/zk-discord]the Discord[/url] you may have been keeping track of some recent developments! You may also have read the previous devlog and been waiting for more! Well, I've been cooking this one for a while now! It's time for devlog 4!! And this one comes with videos!! [h1]Offroad Wheels[/h1] [img]{STEAM_CLAN_IMAGE}/38891205/b309e717467b025c23df3c4448c16c06828a6e03.jpg[/img] [img]{STEAM_CLAN_IMAGE}/38891205/b50e504b139065612630ba7a443f493b56fd29a0.jpg[/img] Offroad Wheels will are, as the name suggests, for going off road! They provide much lifted suspension, bigger wheels, and completely different handling mechanics! Off road, you will have [i]more[/i] grip, while on tarmac you'll actually have [i]less[/i] grip! But don't just take my word for it! Here's a video showcasing it! [previewyoutube=F6IUoEbBmTY;full][/previewyoutube] [h2]Flying[/h2] In the same vein, v16 is also adding FLYING!! [img]{STEAM_CLAN_IMAGE}/38891205/a7c82079367e95e2e308914a9dae1e01d6773e37.jpg[/img] [img]{STEAM_CLAN_IMAGE}/38891205/8fc84a18c5d781d5e52f9d18957fefe74607cd4d.jpg[/img] Flying mechanics attach a paraglider to your zeepkist and allow you to soar the great blue yonder! You roll with left and right, and pitch with arms up and braking! An additional analog input axis is also added for controller players. As with offroad wheels, here's a video showcasing flying! [previewyoutube=F4VBCUXWWjI;full][/previewyoutube] [h2]The Nitty-Gritty[/h2] These two new mechanics use the same "vehicle state" system as the soap wheels. That means: You drive through a "changer" gate, and your zeepkist mechanics change! You drive through another one, and your mechanics change to that new one. [img]{STEAM_CLAN_IMAGE}/38891205/bb2e26a9c2cc2df495344ddddf8aa2815ec04228.jpg[/img] A "reset" gate in this sense can be seen as the "default mechanics" gate. When paragliding, colliding your paraglider with world geometry causes it to "detach", which also resets you to default zeepkist mechanics! [img]{STEAM_CLAN_IMAGE}/38891205/63418c8cbe94a2bc47b1d98ac0ac8be10810fc18.jpg[/img] [img]{STEAM_CLAN_IMAGE}/38891205/acb6c94d0f10b5ead99efe5a4e770c8d7f47a9c7.jpg[/img] [h2]Other Gates[/h2] Then there's also another type of "changer" gate! These don't involve the vehicle state system and have other effects. [img]{STEAM_CLAN_IMAGE}/38891205/d7648d8f3adef57d179856ec88684e43d07a281a.jpg[/img] From left to right: - Invert Steering - Invert Arms Up/Brake - Change to Camera 1 - Change to Camera 3 You're familiar with camera changer blocks, these have been in-game since forever. The new "invert controls" blocks should make for pretty fun mind-breaking maps :D [img]{STEAM_CLAN_IMAGE}/38891205/0f48af41def8a26339a83288ecfe4f12f0d4372d.png[/img] Another neat thing v16 is getting is the ability to let every gate also act as a checkpoint! With a single toggle in the level editor inspector panel, the gates turn green and the game will view them as checkpoints! [h2]Camera Controls[/h2] Zeepkist v16 is also making an addition to the camera changer blocks! [img]{STEAM_CLAN_IMAGE}/38891205/82e7adf94b73c161fda7a39abce0f90385d70a15.png[/img] In the settings you will now find an option to ignore camera changer blocks, and to set your preferred "first person view" camera mode. [img]{STEAM_CLAN_IMAGE}/38891205/bf2df3159a7e49f4817215a913c460489c257a77.png[/img] Zeepkist is also getting proper camera controls now, with multiple new bindings in the input bindings menu to play with! [img]{STEAM_CLAN_IMAGE}/38891205/cf7fe6034c3d4bec3fec88dac211bd7b4f3c8f60.jpg[/img] [h1]The End[/h1] [i]That's it for this devlog!! I hope you enjoyed the little behind-the-scenes insight and I hope all of you are as excited for Zeepkist Version 16 as I am!! If you want to be even more up to date on Zeepkist development, you can [url=https://steelpan.dev/zk-discord]join the Discord![/url] Happy Zeepkisting!![/i]