Next up
I am currently in a hell of bugs and jank.
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.
I genuinely don't know what to do in this corner of the map lol. I'll figure it out though.
A checkpoint system was suggested to me, so I programmed this quick checkpoint system in with a shader as well.
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
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.
Working on Mario style sub worlds, with my recent physics object system I added volleyball with a crab.
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.
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)
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.











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