Game
TeaTM's Unnamed Collectathon
2 months ago

So, I'm redoing my entire input class, which should be trivial but it's not, mostly to add controller support. It works great in editor but fails on build. So I might end up making an extra Mac/SteamOS port to play outside of GameJolt as well. We'll see.




1 comment

Loading...

Next up

Finished up the update for my aquarium simulation game. Manage many different exotic and occult fish species in your own personal tank. It also includes a breeding and genetic system. Play for free on the web here at GameJolt!

This game has still been on my mind. Still suffering a catastrophic game dev burnout. But I had a concept for a prehistoric/dino level in my head. I made a test song for it as a musical challenge (may not be in the game). Mostly for fun.

I think I have a bit too much fun writing the wiki. Shoutout to the 5% of players that read all of this lol.

This is so fun πŸ›

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.

finally got the spherical gravity zones mostly working. They don't seem to work that well with non-putters, even putters arc very high. I've checked all my calculations nothing is wrong. At least there's no drifting anymore.

πŸŒ€πŸš°πŸ«§

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.

Working on the wall jank, they actually connect now, editor colors work correctly, camera has different angles and views. I'm calling it good enough for now. Reminds me of building random houses that make no logical sense in the sims as a kid.

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