Bars or Badge / Games
Bars or Badge: make combat motion respect bodies, furniture and held objects
A sustained motion pass tackles contact, transitions, spacing and props, with unresolved cases kept visible in the development record.
Work covered: Oct 3, 2026 – Oct 8, 2026
A correct outcome can still look wrong
A game can resolve a landed strike correctly while drawing an arm through a torso or leaving a held object in the floor. The October motion effort focused on that gap between rules and visible action. It measured contact and spacing on the actual character bodies instead of relying only on animation names or a single idealized pair.
Transitions matter as much as individual poses
The work addressed carrying a guard into the next action, returning from a defensive movement without a reset and giving a fallen character room to get up. Throws and pins received their own placement and contact work. These changes aim to make the sequence read as connected motion rather than a series of isolated clips that happen to play in order.
An object has a real shape
Trays, mugs and long cleaning tools introduced additional constraints: the object must stay in the hand appropriately, clear the surrounding room and settle on the floor correctly if dropped. A motion can be rejected when the available space does not support it. The test setting itself also had to be corrected when furniture made an intended open-floor case impossible.
Progress is not final acceptance
The record contains many corrections and repeated checks, but the October 8 audit still had unresolved cases. This article reports an active development milestone, not a finished combat-animation release. The substantial advance is a more concrete standard for review: the bodies, their movement and their objects must agree over the whole exchange, including the frames between the obvious contact moments.
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Based on dated development and release records from September 25–October 8, 2026. Availability and acceptance are stated for the recorded milestone.