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6 hours ago

Added a little gizmo that shows the ball's gravity XYZ. But more importantly, the pathing goes absolutely wild with this gravity. I love it.




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Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.

Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.

I didn't like my game idea, so I decided to do some project necromancy. I'm remaking my non-euclidean minigolf game as a planetary gravity shifting full sized golf game. Working on fundamentals before working on the gravity. It's easier to make 2D first.

I went off the radar recently because I sorta burnt out on the collectathon. I've been working on a smaller game concept. I've kept it pretty silent because I'm not sure it'll work. It's a long distance road trip simulator game where you deliver packages.

Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.

No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.

After banging my head against a wall basically day, I got it to an acceptable state. I've been laughing so hard the past half an hour because of the craziness this can produce.

Perfectly normal game of golf (still working on some camera issues)

Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).

I ended up really disliking my road trip game, so I'm experimenting some more. Cooked a quick A* implementation, it's such a pain to set up but it's much nicer than Unity NavMesh. (It mostly works :P)