Next up
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.
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.
Perfectly normal game of golf (still working on some camera issues)
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)
By winning races, you will earn a new currency called sea dollars. You can spend this currency to unlock a random novelty duck (no duplicates). These are new decor items that count to 100%
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.
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.
Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).
FinLab 1.1.0 (Time & Temp) is here! This update brings a more mechanically deep experience, changes to the core loop, some fixes/changes + some more fish and decor, there is a LOT so here is the full changelog below:
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.










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