Game
TeaTM's Unnamed Collectathon
22 days ago

Finally was able to fix a weird collision bug in the pyramid! That one was bothering me for a while. It was just a silly mistake with enemy spawns.




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Working on music and some background flair for my level in my game. In this level you explore underwater domes and glass pipes on the sea floor, with a neon bioluminescent aesthetic.

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.

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.

I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.

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 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)

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

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

Experimenting more with the level theme, thinking about this neon bioluminescent-esque theme, rather than dark/gritty/industrial like I was thinking.

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.