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What do you think?

Bear in mind that by the moment all graphics are placeholders until I can focus on making the assets that will properly reflect the current game I'm making. But you know, gray-boxing a game makes you use placeholders for everything (dang, I even still need to make a logo for the title screen and the image towards the customer eh, everything at its own time

The game is being made in Unity 3D 6.2 by the way, on my own lonesome

Once the first rated salesman of Cyber City, now a fallen puppet lost in a loop of recurring nightmares that haunt him every night.

DG!Echos of Sanity is a fanmade descent into the subconscious of a puppet who once had it all, but now needs to fight to keep what sanity is left from his ravaged mind. Control him from the distance and guide him through his fractured memories to help him wake up whole next morning (or not at all).

Cut his strings and only keep those that are still dear to his heart

#vr #fangame #puzzle #deltarune #deltarune_AU #spamton



all-ages
Comical Shenanigans

I've been cooking for many many hours on end, not sleeping properly and roommate still woke me up early so I got like barely 4 hours of sleep this Saturday. It's almost 5 AM right now but at least finally most of the core mechanics of the puzzles WORKS

The camera follow is finished too. It has an offset of two cells so that it doesn't move until #Spamton is like 2 cells high of difference, and when he goes beneath the min. camera level, the camera just stops there, so the level looks perfectly framed

I must find a way to make a camera cast what it sees onto an in-game screen. I think that's going to be complicated to implement, but that's much needed for the VR game if I want to make level transition as seamless and "elegant" as possible

The collection of memories is a success. It should work towards allowing the next levels to activate when you have completed the previous one. I'm still sick though I need to make the scripts to go up and down the stairs and to break the cracked blocks.

It's too late in the night (almost 5 AM) to make a video, but I managed to make the movable blocks to react to #Spamton and move and fall accordingly. Creating physics from scratch using the GameBoy era idea is like, a very long long journey

Preparing a github repo when you know zilch is suffering. Thanks that I has a very good ally to help me out with the intricacies of these hosts for big projects. I learnt SOMETHING from it at least

I'm about to replicate the whole project again because I lost access to it at class. Go me

#DevProblems #Unity3DProblems

Decided that is better to toss away the physics of Unity and just raycast all the movements and behaviours of the assets inside the level. Feels more natural visually and generates less visual artifacts like needless vibrations and saves up resources

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#Spamton not willing to walk in a single plane, and I see I need to lock rotations and reduce the size of the colliders for the blocks and the player to slide snuggly into holes and avoid being pushed out of the level. Min-maxing the numbers as I go

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I broke it

Nah but it's OK. I finished learning how to use the VFX Graph, I can now proceed to actually make #Spamton to move around the level at last... IN CLASS
#vr #fangame #puzzle #deltarune #deltarune_AU