Next up
A checkpoint system was suggested to me, so I programmed this quick checkpoint system in with a shader as well.
I genuinely don't know what to do in this corner of the map lol. I'll figure it out though.
I'm getting the page for my 3D collectathon up. It's about being a 2D character in a 3D world. And it's inspired by the greats of the genre. Choosing GameJolt as my host once again <3
Working on Mario style sub worlds, with my recent physics object system I added volleyball with a crab.
Iteration 2, a vaporwave theme? This might clash with an idea I have later in the game.
Iterating on some designs for the volleyball secrets. I want to go for something weird/otherworld-y and very video game-y. I didn't really like the magenta sky and sandstone blocks. Wasn't vibing with me.
Working on moving platforms and quicksand. Platforms are a little hacky, but it works. Quicksand works similar to Mario 64 (it's insta-kill). I also made this sand swirl shader for quick sand (it's animated)
Nevermind the desert level is not done, I thought of more ideas. Now there's kickable physics objects. They need to be oversized due to the player controller, which I feel like adds to the charm.
Improving the radar system, it was actually bugged before. I'm going to be doing another round of private playtests today. I made some pretty big changes. Also the darkness mechanic is gone.
Rare irl video, but I got controller support working on desktop. I'm still trying to make keyboard/mouse viable, but this super cool. Gamepad support in Unity is super weird, so I'm very happy.











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