4 months ago

Progress. It looks a bit less crappy now.




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Hey all, I went a bit silent because I ended up hitting a bit of a burnout. I tried out a couple different side projects that I've been silent on here. Now I'm testing some things and tech for a sort of "re-imagining" of FinLab. (No promises yet)

Took me way too long to remake the animations, but here she is.

That's absolutely wild. 3 solo games and one collab later, here I am. Glad to make GameJolt my home!

Fully procedural fish material. Could still be expanded but this will make genetics a lot more built in rather than just being a hacky stat increase + markings. Still exploring this.

Non-artist attempts an RPG protagonist. An actual artist could do this faster and better but anyways. Now I gotta redo all of my animations.

merged my sims build mode thingy with my A* test. Really cool to see the two systems interact very well together. There's probably some edge cases but I'm pretty happy with this.

Taking things very slow, and I'm still testing the waters (no pun intended). Also have had some more important life things come up. But a proper camera system, and general visual improvements. I want you to be able to follow individual fish too.

Ranged and melee combat. Lots of parameters to tweak for different weapons. Eventually I might move it into a big data structure if I end up continuing this.

Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.

Working on my 2d art skills, threw together this simple top down demo. I have a vague idea for a game I want to prototype. It's setup in a way where I can easily swap the sprites of each body part, good for armor, hats, etc.