2 years ago

Told you guys SP's mech was complex.

This still isn't finished as you can tell by the lack of UV mapping and by all the floating bits. It's maybe ~80%


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QOL features are harder to design than actual gameplay stuff. Been working on configuration and settings in SP all summer. Mind you actually porting the main gameplay stuff from Clickteam only took 30 days.

Working on the better camera shader.

Full lens, CCD, and transmission emulation.

Game.

Toy Mary looking for an audience.

Newest draft of composite video shader fixes color issues (caused by different versions of GLSL clamping values differently) and uses real sampled CCD sensor thermal noise. See for yourself!

Literal bug-turned-feature. I am gonna make this happen if you try to move the window while there's no camera feed.

Localization efforts have been expanded to more areas of the game. Instead of just important buttons and labels on menus, I am now having as many elements as I can translated.

First stable version of new multi pass shader ported. Paired it with a lower resolution and era-appropriate aspect ratio for vibes. (and to make sure the shaders scale properly)

Also shows off some of the enhanced entry area.

I was working on installing drop down menus and I get an error on some old code for "REMOVE THIS CODE ONCE DROP DOWN MENUS ARE CREATED."

Thanks, past me.