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Acceleroll
1 year ago

Teaser for visuals of a new mode. Only visuals at the moment. This is for a new mode that will contain remixed stages (gameplay and environments), and for this level the visuals are a thunderstorm! No level design yet...




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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.

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.

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 prototyping, and I've merged two of my secret-ish prototypes. You have the unit control society simulation (last prototype) and dynamic world painting with reactivity (my sand game). I also made my own update loop to help with time control. WIP

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:

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.

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?

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:

In editor footage of controller support on UI

It will only support Xbox controllers natively.