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Acceleroll
11 months ago

New menu, this one isn't claustrophobic and is organized kinda (top: main modes middle: minigames bottom: extras) some of which you can only unlock during gameplay. Also added videos for the two modes! Release hopefully soon!




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I threw together this small art test with some audio and a asset set I made. The vibes are on point. Going for a Bloodborne-esque dark fantasy vibe for my archer game. #3D #DarkFantasy #Unity #Archery #Unity3D #GameDev

Spent the remainder of the night making some fun unlockables (if a bit silly), also spent more time on the remix mode. I added this lava lake section, I think it looks nice (GIF).

Working on a semi-secret project. It's currently using some debug assets so it hasn't gotten an art pass yet. It involves procedural generation, fantastical caves, and it takes mechanics from RTS and management games. Here's a generated map it made:

Learning a bit about falling sand type games. Really simple algorithm but so fun to tinker with. Very easy to add new behaviors/materials too. It's calling out to me for a sandbox (no pun intended) game.

In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?

It's here! The largest update yet. Includes 8 ball pool, fishing, a sandbox mode, and a hard mode! (+ Many fixes and QOL) Patch notes below.

Working on actual targets. Hitting this at long range feels so good.

Physics based first person archery system in Unity. Includes time slow and recognition for different target types. Excuse poor audio quality, my screen recording software seems to be bugging out. #Unity #Unity3D #Archery #3D #GameDev

In editor footage of controller support on UI

It will only support Xbox controllers natively.

Target is getting a huge rework. I basically rewrote the movement code from scratch. You now have to actually fly and steer to score. It also makes multipliers harder.