Game
Acceleroll
8 months ago

Working on the hopefully last feature before final QA. It shouldn't be too hard to implement (will regret saying that). I do have even more ideas for the game but that might be a more 3.0 thing.




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Apple Silicon (PREVIEW) Announcement and Development Update

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.

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!

In editor footage of controller support on UI

It will only support Xbox controllers natively.

Sometimes you just want to sit back and enjoy your creations. It's beautiful. #Voxel #VoxelGame #Unity #3D #Blocks #ProceduralSky

I'm experimenting with some demos, I recently ported some Acceleroll code to Unity 6, Also gave me a chance to give it a bit of a glow up (just for fun, may not keep it)

NOTE: Does not actually support RTX

Seeing a sunrise in your own game kinda just hits different. I have a soft spot for procedural skyboxes <3 #Voxel #VoxelGame #Unity #3D

My voxel game now has volumetric fog/lighting! Also new lighting systems to make caves a little less garbage. They're pretty spooky now. It's so pretty! #Volumetrics #Gamedev #Unity #Voxel #Lighting

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.

#gamedev #platformer #3D #Unity

Random Mechanic: I recreated 4D geometry slicing (into 3D shapes). Completely procedural. This is similar to what those trendy "4D" game devlogs on YouTube do. I also created an editor tool to design 4D shapes, so I could easily make a game out of this!