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TeaTM's Unnamed Collectathon
1 day ago

The movement system in the previous project (Unity) was heavily geared for 2.5D and would require major updates to adapt to full 3D so I remade the entire Godot system in Unity from scratch. + An outline shader test




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Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)

Went on a really big side quest today with audio, but audio is fine for now. I have decided to give my core mechanic a little experiment. So I've been setting up the systems for it. Portals felt right.

the sun was looking a bit lifeless so I added some rotation and pulsing. Also messing with colors a bit.

I wasn't really happy with the protagonist design, so I decided to use my character Kitsuneko Aiko as the protagonist. I edited the model for that.

Working on a song for the desert. Unsure if this will make it in, but I felt like making it.

Been improving some of the movement jank. Coyote time no longer nerfs your jump (this was a bug). The system isn't perfect, but it feels a lot better. I'm in a balancing act of allowing lots of movement freedom and not making movement too easy.

Very weird sun design. I wanted it to not just be a yellow dot. Experimented with a couple different designs. I also wanted to keep it pixel-y. It also syncs with the main light direction.

I have added mortality (again). Also messing with some audio and lighting. I'm not too concerned about lighting since this scene likely won't make it to the final game.

I hated the prototype slime, so I gave him some SFX and a new model + texture. I also added a particle trail when the player moves (not shown here)

I needed a break from code so doing more art, made a simple 3D version of Crabby Crustacean Jr. as a merchant.