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The animations your body plays

No confirmed picture from the game yet. This subject is kept as a note for now: the facts below are verified against the game's own files, but no image has been confirmed for it, so it is not published as a finished entry and is kept out of search engines.

Diagram: an upper idle runs while the legs walk, a bicycle has its own animation, looking and safe turning are separate behaviours, and the build keeps a test for them.
Original diagram drawn for this site. It is not a screenshot of the game.

What the game establishes

In play

The body has states rather than one animation. The game keeps an upper-body idle of its own, which is why your arms and shoulders can keep moving while your legs walk.

There is a bicycle animation as well. The game ships a rider's animation for it, which is how a bicycle is ridden rather than rolled along beside you.

Looking is its own behaviour. The game can make the body look forward without turning the whole character, so what you are facing and what you are looking at are two different things.

Turning has a safe version. There is a behaviour for rotating towards a direction only when that is safe, which is why a character does not turn into something it should not.

There is a place to test the animations. The build keeps an animation test of its own, which is where those states can be run through without a shop full of customers.

There is more than walking. The build keeps a sound for the bicycle and a skateboard with a controller, an interactable and an interaction of its own, which is why getting about is something the body can be put into rather than only a way of moving.

What this entry does not tell you: how many animations exist, which one plays when, or how long any of them take. We have not verified those, so we do not print them.

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