Game
Acceleroll
1 year ago

I spent most of day working on UI. I can officially say 100% of the game is playable on an Xbox controller! Also updated the tutorial sprites to reflect that.




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That's absolutely wild. 3 solo games and one collab later, here I am. Glad to make GameJolt my home!

finally got the spherical gravity zones mostly working. They don't seem to work that well with non-putters, even putters arc very high. I've checked all my calculations nothing is wrong. At least there's no drifting anymore.

Apple Silicon (PREVIEW) Announcement and Development Update

Clickity Clack. I love the sound these make. I set it up so every ball collision makes this noise so you get all these super clacky sounds and I love it.

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.

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.

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!

Working on the wall jank, they actually connect now, editor colors work correctly, camera has different angles and views. I'm calling it good enough for now. Reminds me of building random houses that make no logical sense in the sims as a kid.

In editor footage of controller support on UI

It will only support Xbox controllers natively.

Huge progress 🎯! The target minigame touch up is nearly complete. I basically coded the entire thing from scratch. It's really fun now! This is how I wanted it in the game jam but time made it difficult.

#gamedev #platformer #3D #Unity