Next up
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.
Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)
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 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.
Some test animations
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.
Godot learning begins.
I needed a break from code so doing more art, made a simple 3D version of Crabby Crustacean Jr. as a merchant.
Looking to maybe restart development on this game. Maybe, not sure yet. I did make this blocky 3d version of the protagonist! It's not rigged or anything though
FINALLY, I have something worth showing! Here she is in 3D! I even added a Mario 64-like long jump, + an upgraded version of the spin attack that allows you to traverse vertically! Still a bit rough but in time.












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