Game
Acceleroll

8 months ago

Apple Silicon (PREVIEW) Announcement and Development Update


I spent a short while in secret porting this game to Apple CPU architecture, now it is natively playable on Macs! (M1 or above). Currently tested on the M4 Mac Mini.

I'm posting it in what I call a "preview", as this version is still not complete. It contains small visual bugs, minor errors, and lacks features such as controller support. I'm investigating the controller support problem however the game is still perfectly playable on keyboard + mouse. I might end up adding previews for a lot of major overhauls so stay tuned! These allow you to still play it in a working state, but try out new things. However there is always the native Windows as a fallback which I believe is fully feature complete and ready for everyone to download.

Recently I've been moving outside the Windows ecosystem, so a lot of my development in the immediate future will reflect that. I'm still trying to find a way to reliably test Windows environments, but it's tricky with the way I have my development set up. I've also been experimenting with Linux and the Steam Deck. And while no Steam release is planned at the moment, I am looking into a SteamOS port, which would allow you to add Acceleroll as a non-Steam game.

I've also been brainstorming some ideas for a 3.0. Especially since this game will be coming up on it's 1 year anniversary in a few months. But I'm not fully committed to it yet.

Stay tuned!

(Also this Apple Silicon preview fixed a huge bug in the game regarding framerate dependence, some under the hood work was done to fix that)



0 comments

Loading...

Next up

Target is getting a minor addition, multipliers! They multiply your score. And yes it is cumulative (all by x2), so a multiplier 4 * this powerup would be 8, thus leading to an x8 score (if you can land safely).

Been working on a lot of game feel, UI polish. And I got some feedback externally. It's so juicy and nice to play. The core loop is done, now I just need to add content and things

In editor footage of controller support on UI

It will only support Xbox controllers natively.

3 sprite sheet (in a gif format) for my OC Kitsuneko Aiko. Mostly just art practice but maybe for my puzzle game (I'm not really an artist).

I'm sick yet again so I'm doing a casual playthrough of Trail & Trade. I absolutely love this little fade animation I did, it's a shame it's so late game most won't see it. So here's a fun clip (spoilers)

Play it here for free: https://gamejolt.com/games/trail_and_trade/1008039

Huge progress 🎯! The target minigame touch up is nearly complete. I basically coded the entire thing from scratch. It's really fun now! This is how I wanted it in the game jam but time made it difficult.

#gamedev #platformer #3D #Unity

Macroquad's 3D is actually a lot more in depth than I thought, my first impressions are pretty good.

Super cool new feature! 🧪

I had to make a tool to rapidly design levels, ended up creating a fairly intuitive level editing system, might ship it with the game as an actual feature.

Teaser for visuals of a new mode. Only visuals at the moment. This is for a new mode that will contain remixed stages (gameplay and environments), and for this level the visuals are a thunderstorm! No level design yet...

Spent the remainder of the night making some fun unlockables (if a bit silly), also spent more time on the remix mode. I added this lava lake section, I think it looks nice (GIF).