What we've added (which we think is quite neat) is that these animations slowly tween into their full state depending on the severity of the need. So if a guest is at 30 need for toilet, his animation is less intense than if his toilet was at 0. It's a subtle difference, but when museums are busy it helps differentiate guests and make them look unique.
Toilet need at 30 |
Toilet need at 0 |
This tween is implemented with every guest need animation in the game. These animations also help with gameplay: if you see a part of your museum where everybody needs the toilet you know you've found a gap in your loo coverage.
In Other News:
- More memory leaks found and plugged. Hopefully no more random crashes!
- Finally got round to making a placeholder Janitor icon.
- Getting everything ready for the first alpha test! Will have a post on this within the next few hours.
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