Next up
Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.
Added a little gizmo that shows the ball's gravity XYZ. But more importantly, the pathing goes absolutely wild with this gravity. I love it.
Doing this silly feature to go along with my Y2K aesthetic. I'm making a fake internet for the game that also serves as an in-universe guide. The writing is terrible, I binged this feature in like 2 hours with the stomach flu.
I went off the radar recently because I sorta burnt out on the collectathon. I've been working on a smaller game concept. I've kept it pretty silent because I'm not sure it'll work. It's a long distance road trip simulator game where you deliver packages.
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.
Working on a breeding mechanic. You might be able to breed egg specific mutations that can benefit or harm your fish. Some are visual only such as markings on the fish, but other factors are things such as social level, rarity, required water and temps.
By winning races, you will earn a new currency called sea dollars. You can spend this currency to unlock a random novelty duck (no duplicates). These are new decor items that count to 100%
I didn't like my game idea, so I decided to do some project necromancy. I'm remaking my non-euclidean minigolf game as a planetary gravity shifting full sized golf game. Working on fundamentals before working on the gravity. It's easier to make 2D first.
There's also going to be a few new decor objects and a few new fish in this update! Probably won't go overboard but I still have some ideas.
FinLab 1.1.0 (Time & Temp) is here! This update brings a more mechanically deep experience, changes to the core loop, some fixes/changes + some more fish and decor, there is a LOT so here is the full changelog below:










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