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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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!

In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?

Apple Silicon (PREVIEW) Announcement and Development Update

Minigolf prototype I cooked up in a few hours. It has support for cutscenes, moving platforms, persistent scores, hole changing, and visual transitions!

I love it!

I threw together this small art test with some audio and a asset set I made. The vibes are on point. Going for a Bloodborne-esque dark fantasy vibe for my archer game. #3D #DarkFantasy #Unity #Archery #Unity3D #GameDev

Target is getting a huge rework. I basically rewrote the movement code from scratch. You now have to actually fly and steer to score. It also makes multipliers harder.

Had one of my weirdest 2AM ideas last night. I took my minigolf game and combined it with spherical gravity/planets. The end result is absurd. I had to redo a lot of code but worth it. #GameDev #Minigolf #3D #AntiGravity #GravityMechanic #Unity #Unity3D

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.

Working on actual targets. Hitting this at long range feels so good.

I've been non-seriously working on Acceleroll II. It's essentially a soft reboot of the game, and definitely a lot less crappy. More info below: