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TeaTM's Unnamed Collectathon
23 days ago

Rare irl video, but I got controller support working on desktop. I'm still trying to make keyboard/mouse viable, but this super cool. Gamepad support in Unity is super weird, so I'm very happy.




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

I've been struggling with a technical problem with my new project, so I spent the night working on some FinLab stuff. Main menu and new water shader. Had to do some minor refactoring for the water shader but it looks good.

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

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.

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.

πŸŒ€πŸš°πŸ«§

This is so fun πŸ›

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.

Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).

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.