Next up
Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.
Took me way too long to remake the animations, but here she is.
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!
This game has still been on my mind. Still suffering a catastrophic game dev burnout. But I had a concept for a prehistoric/dino level in my head. I made a test song for it as a musical challenge (may not be in the game). Mostly for fun.
Target is getting a minor addition, multipliers! They multiply your score. And yes it is cumulative (all by x2), so a multiplier 4 * this powerup would be 8, thus leading to an x8 score (if you can land safely).
Non-artist attempts an RPG protagonist. An actual artist could do this faster and better but anyways. Now I gotta redo all of my animations.
Ranged and melee combat. Lots of parameters to tweak for different weapons. Eventually I might move it into a big data structure if I end up continuing this.
merged my sims build mode thingy with my A* test. Really cool to see the two systems interact very well together. There's probably some edge cases but I'm pretty happy with this.
It's here! The largest update yet. Includes 8 ball pool, fishing, a sandbox mode, and a hard mode! (+ Many fixes and QOL) Patch notes below.














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