Yep! MAJOR Spillage on the re-working the messification system today. With a game centered around making a mess – its important to have the right moves in order.
We wanted to to implement some type of dynamic interaction to the player’s motion, so we developed a system that essentially tracks the player’s linear and angular velocity change. If the change is larger than a specific threshold, we spill! Using a couple of sprite sheet animations, tied to a couple particle systems emitting from the pot rim, we launch particles that slightly inherit the players velocity. Any collisions with static obstacles spawn dynamic decals at their contact points (floor splats!). Now, on to making a mess with the Player and NPCs!