Loading...
0
Game
TeaTM's Unnamed Collectathon
8 hours ago

No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.




0 comments

Loading...

Next up

Spent some time bug fixing/Adding QOL to the character creator + finishing controller support. I made my OC Kitsuneko Aiko in this game's art style. I'm not much of an artist, so I'm really curious what actual artists make. My character for reference:

Have you ever been playing a game and wished you were playing as a different character? Either as a joke or because you love a specific character. One might turn to mods or fan projects, but what if you could just change the character in game like paint?

I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.

Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.

I'm currently still conjuring this idea, but it's essentially half underwater, half mechanical/industrial, made a dome and some pipes which you'll use to travel to different domes.

πŸŒ€πŸš°πŸ«§

This is so fun πŸ›

Steam Deck! Running on the LCD model but should run on the OLED just fine.

Experimenting more with the level theme, thinking about this neon bioluminescent-esque theme, rather than dark/gritty/industrial like I was thinking.

Working on music and some background flair for my level in my game. In this level you explore underwater domes and glass pipes on the sea floor, with a neon bioluminescent aesthetic.