
Next up
I've been playing this level pretty much all afternoon. The momentum is so fun. I upped the speed just for this (really puts the Accelerate in Acceleroll!) (Also sorry Apple's Emoji keyboard randomly opened)
Practicing some of my terrible Blender skills. Here is a really out of season Halloween ghost-like creature I made. It's currently not rigged, made in about 1 and a half hours.
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:
Working on a semi-secret project. It's currently using some debug assets so it hasn't gotten an art pass yet. It involves procedural generation, fantastical caves, and it takes mechanics from RTS and management games. Here's a generated map it made:
Working on actual targets. Hitting this at long range feels so good.
Been working more on my dark fantasy archery prototype. I created this target class in which I can invoke any sequence of methods I want. So I made a target in a tower that lifts a magic seal on the big gate. Thoughts on an exploration archery game?
Learning a bit about falling sand type games. Really simple algorithm but so fun to tinker with. Very easy to add new behaviors/materials too. It's calling out to me for a sandbox (no pun intended) game.
Prototyping my sand game, liquids and gasses (WIP). I also opted for procedural sand materials. I created a system where I can generate ~4294967294 fake, unique, named periodic table elements deterministically. Interaction is a work in progress. Wow.
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