Next up
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.
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)
Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
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.
I've been struggling with a technical problem with my new project, so I spent the night working on some FinLab stuff. Main menu and new water shader. Had to do some minor refactoring for the water shader but it looks good.
Perfectly normal game of golf (still working on some camera issues)
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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