Next up
I ended up really disliking my road trip game, so I'm experimenting some more. Cooked a quick A* implementation, it's such a pain to set up but it's much nicer than Unity NavMesh. (It mostly works :P)
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 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.
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.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
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.
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
Huge progress 🎯! The target minigame touch up is nearly complete. I basically coded the entire thing from scratch. It's really fun now! This is how I wanted it in the game jam but time made it difficult.













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