This isn't another Hammer devlog, I'm afraid. I'm still working on that, but it's kind of on the back burner right now; I'm putting most of my energy into job hunting!
This is just a blog post containing some thoughts on Pokémon - or, rather, one specific Pokémon, and the really nifty trick it almost pulled from a game-design perspective by blending mechanical edge-cases with the social nature of the Pokémon games.
Basically: it occurred to me recently that it's a real shame Shedinja
happened after the Pokémon games were A Thing instead of back during
generation I. Everybody just found out about it from external sources,
really; no one discovered it. And that's a shame, because it means that
Shedinja isn't half as cool in practice as it should be - but mechanically this thing is great, if you don't go and document exactly how it works before anyone actually finds it on their own.
Revamped the way player movement and collision work behind the scenes in order to facilitate ice physics.
So, there are ice physics now.
I'm not thrilled by these exact ice physics; there'll probably be some tweaking and rebalancing of the way this handles momentum. But it's a proof-of-concept for zones within rooms that modify player physics, which is the important part.