Next up
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.
🌀🚰🫧
Working on the first new thing. Working on a gene history viewer, so you don't have to guess. (WIP)
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).
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.
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.
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.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
I ended up really disliking my road trip game, so I'm experimenting some more. Cooked a quick A* implementation, it's such a pain to set up but it's much nicer than Unity NavMesh. (It mostly works :P)










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