So, it's been a bit! I was going to release a new version of the demo with some added content, but I wasn't quite pleased with performance regarding a mini-game that was going to be a part of it. So, instead I decided I'm going to refactor (not rewrite), a lot of the code. And re-do how collectibles work. As of right now, collectibles are kind of performance heavy as they rely on the CharacterBody3D that Godot offers. This means they're all running using physics every frame, so a lot of them can be quite performance heavy. I've scrapped how they work, and already have a much better solution that won't lag the game out (specifically in the mini-game). I'm also working on implementing a state machine for Crash, a better global tracker for collectibles, and a few other behind the scenes enhancements (mainly for myself, but also for performance sake). Anyway, that's about it!
Next up
Did some work on a new area, nothing here *yet*
I've been hard at work making some of the basic features in Rayman. Here's the purple lums in action, well, in a screenshot. Thinking about posting a little playthrough of the Woods of Light level I've been making
WIP: New Sky Based on the original screenshots/concept art. I'll touch it up later, but here's a preview
Not Dead Yet!
Another preview of the game. Woods of light during the night time
I'm probably going to release a demo of this level, once it's complete. Just need to finish a few systems up, get some animations in, and finish the last part of the level. Will also make a little teaser or something before releasing the demo
Final preview before I start implementing gameplay (taking most of the code from the original version). I plan to fully expand into being as identical to the original as I can be. (More info in article)
Christmas update is actually close to done, I'm deciding to just drop it when I feel its fine. Remember it is extremely WIP still, and this is the last sandbox release I do till a proper future demo. This is not going to have a lot to it
Just a little test recreation of The Woods of Light I've been working on. Not a 1:1 recreation, just made it to make it.
I need to just show how the game looks while playing in-editor compared to the sandbox I just released. So here's a short video. The differences have me pulling my hair out trying to figure out what the hell is going on with it.










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