Next up
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.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
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.
Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.
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.
Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).
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.
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)
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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