Good thing with the German express trains is that they provide unlimited power and some WiFi. Your trip might not go as you expected, but at least you've got time to sit, think and check your code base to plan what you'll do in your homebrew project afterwards.
Among those "what's next", some are already done now, like "converting furblock to treebump"... which it did not need after all.
For some time, I have this little note in my notebook... Because many of the levels in the design book expect that
we could hook and hang to some objects. I'd like it to be stylish, with
swinging animation and all. But for the purpose of
testing the levels and trying the game, just snapping to the hook and waiting for the player to press JUMP or leave would do the trick.
The train-idea here is for the step just after that bare proof-of-concept: I already have a "radius" controller that keep a character within a given range of a "pin point". Being hung could use that controller rather than being snapped to a static position.
To do so, we can shoot a new game object, Bilou's hand(s), that will snap to the hook and use that as a pin point for the swing. That means we'll have to hide bilou's hands on the existing hero game object (like we do
when he's carrying something) ... or just don't draw the hand at all, and reuse its OAM slot to draw Bilou's eyes separately from his body, meaning we'd gain one extra freedom degree for the animation, and wouldn't have to draw a dedicated body-and-eye sprite for every angle.
Then I started brainstorming about the croc-platform: I'm not satisfied with its current look. I dug some real egypt crocodile pictures (and real statues pictures). I toyed with the idea of having the crocodile head showing sideways rather than front view -- that would have meant it wouldn't stop sands when flapped anymore ... The blue book said it wouldn't harm that much.
But I couldn't convince myself it would work either. When the crocform#1 flaps down, it completely cease to interact with characters. A sideways crocodile head flapping down by 90° wouldn't "disappear" that way. It would still be in Bilou's way, mostly as a small wall, but it should still be possible to stand on the rear of its neck ...
A few spots in the ongoing level design would work fine with crocform#2 repurposed, but in other spot, it would mean throwing the player into spikes, rather than just let them fall down...
And then I thought about a type of object in New Super Mario Bros that would behave quite like what I need for my collapsing platform, and it meant I wouldn't even need to drop the "shut the sand door" idea: