
Hit flinch added, along with more balanced AI. Tell me what you guys think! :D
Next up
few tweaks
experimenting with colored RGB lighting. Light no longer flows as a singular value down the gradient but as a collection of red, green, and blue values, which can easily be modified for different colors to drop off first or be more prominent
a week ago my fps at this scale would be sub 30
small changes add up
OCTOBER 13 2026
adding grass outline wrApping. was a lot more difficult than expected
SGI-STRIKE REMASTERED - WEAPON DEMO
water physics; rudimentary. quite similiar to my light flow except the water prioritizes vertical motion over horizontal, and the law of the conservation of energy was especially applicable. not pretty right now, hopefully i will clean it up xD
added lighting. ripple effect is due to how the lighting works - tiles check adjacent tiles light level, and if its greater, they increase their light level by a set fraction of said tile.
Death animations and blue torch.
fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement
ignore the funky player movement, it really needs to be fixed











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