With 747 moves you can no longer check everything by hand. So the computer watches along, and it does so in silence.
What every move has to pass Every built-in move runs through a set of automated checks:
- No bone ever gets an impossible value.
- The feet stay reachable and nothing sinks through the stage.
- There are no jumps between two frames.
- A mirrored move really is a mirror image.
- There is visible motion: a move that stands still fails.
- A floor move really ends on the floor.
Transitions Every move also knows how it starts and ends: standing, low, on the floor or in a freeze. That lets the game see whether two moves connect, or whether your dancer has to get down or stand up first. A Six-Step into a Baby Freeze is fine; a Baby Freeze straight into a Running Man is not.
Testing in silence All these tests run without sound, in a separate copy of the project. That way testing can happen while the editor is open, and no music blares through the house in the evening. Even the trailer and move videos are recorded silently.
And still watching A computer can't tell whether something looks good. So on request the game makes contact sheets with the key poses of every move, and short videos per style. Those we do watch with our own eyes. That's how we found out The Worm moved like a caterpillar.
