Next up
Played around with a bit polish, it's pretty much done other than maybe some camera tweaking. I improved wall jump a lot (zeroing movement, animations, actually visually sticking to walls), and some particle magic. I want to zoom out the cam a tad.
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
Working on a song for the desert. Unsure if this will make it in, but I felt like making it.
Experimenting with bigger tank sizes, it will allow more fish, more decoration, and new leviathan class fish, such as this new species D0LPH1N_ALPHA_V3. Of course it will come with a heavy price.
Working on post-game content. After completing post game content you'll be able to unlock ultra rare content, such as this new water type and it's prehistoric aquatics.
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)
Finished up the update for my aquarium simulation game. Manage many different exotic and occult fish species in your own personal tank. It also includes a breeding and genetic system. Play for free on the web here at GameJolt!
And we have ground aquatic animals! In this case I modeled a cute trilobite (which is funny because atm it's the only real animal in the game lol). This could easily extend to crabs or slugs/snails. Their behavior isn't that complex though.
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.











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