
Next up
I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.
Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
🌀🚰🫧
I didn't like my game idea, so I decided to do some project necromancy. I'm remaking my non-euclidean minigolf game as a planetary gravity shifting full sized golf game. Working on fundamentals before working on the gravity. It's easier to make 2D first.
I went off the radar recently because I sorta burnt out on the collectathon. I've been working on a smaller game concept. I've kept it pretty silent because I'm not sure it'll work. It's a long distance road trip simulator game where you deliver packages.
No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.
Working on music and some background flair for my level in my game. In this level you explore underwater domes and glass pipes on the sea floor, with a neon bioluminescent aesthetic.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).











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