Next up
Godot learning begins.
I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.
I wasn't really happy with the protagonist design, so I decided to use my character Kitsuneko Aiko as the protagonist. I edited the model for that.
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.
FinLab 1.3.5 (April Fool's Update)
I'm a bit early with the update but wanted it off my plate lol.
- Added the clownfish
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.
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.
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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.










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