In the meantime, we have been thinking a lot about what to do for stretch goals. We choose from all those as well as features suggested by the Spine community. We have thought long and hard about what our stretch goals should be for Spine and finally decided we could do better than listing a bunch of game toolkits, each of which only a fraction of the gaming community cares about. We would love to build official runtimes for everyone's favorite toolkit, but this would take an astronomical amount of effort. We also took into account how feasible the features are and we only chose those that we know we can implement in a timely manner. We would love to add Spine runtimes for Unity, cocos2d, Corona, and others, but we also need to move on and build our own games. We are very weary about feature bloat, so we have been careful to choose the features that provide the most value when taking into account Spine's workflow.
We hit our goal for the four runtimes in just 3. The key part of this plan is that the core of the runtimes are officially supported and maintained as Spine evolves. . Finally a huge void in our 2D content creation process is filled; something no other animation tool on the market could do for us. For each game toolkit, we need to write a runtime library that loads the animation data and draws the animations. A generic runtime does everything except the game toolkit specific drawing. We think we have come up with a way to make everyone happy.
If a pin name is selected the app will take the user to that pin and label it or a user can simply press the pin button on the toolbar and it will show all the pins available on the current screen. To support a game toolkit, all that needs to be done is add the game toolkit's rendering to the generic runtime. On selecting the pin the user can view detailed information and add notes as well as create custom pins! And cross section views show all nervous, vascular and skeletal systems with detailed information at the touch of a pin. We are extremely excited about Spine's future and really hope we can meet many of these stretch goals. By pressing the index button the user is offered an index of the pins available.
And rather than just the standard anatomical views, you can now observe the location of the Spine and its components from different angles such as inferior and superior views. Also available are isolated images showing nerves, connective tissue, ligaments and muscles of the spine. It's well designed and well engineered. This allows the gaming community to easily make high quality runtimes for almost any game toolkit. We have stretch goals to implement generic Spine runtimes for specific programming languages. The app can be further customized by using the settings button to turn on and off individual pins. The tool is absolutely amazing.
Please help us bring Spine to the next level and make it the most amazing tool for game development! Spine currently has all the features necessary to use it in production, except for loading and using the data in your games. Currently this is only done for libgdx, and this is where we need your help. We've received hundreds of requests to build Spine runtimes for all kinds of gaming toolkits. Looking forward to having Torque 2D utilizing Spine! It loads the skeleton and animation data into an object model that makes it easily accessible, for example to pose the skeleton, do procedural manipulation, changes skins, etc. The gaming community's response to Spine has been really fantastic! We have also added stretch goals for some really awesome features.
With your help, we can build the runtimes to match the same level of quality as the rest of Spine, and official runtimes will be kept up to date as Spine evolves. It is very important to us that we don't let you down! When building Spine there were many things that couldn't make it into version 1. Funding this KickStarter will allow us to postpone our games a little longer to add support for additional toolkits and enable Spine to be used in all kinds of games. . . .
. . . . .
. . . . .
. . . . . . .