Next up
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.
That's absolutely wild. 3 solo games and one collab later, here I am. Glad to make GameJolt my home!
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.
Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.
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.
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.
Experimenting more with the level theme, thinking about this neon bioluminescent-esque theme, rather than dark/gritty/industrial like I was thinking.
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.
Finished up my very primitive sims build/buy mode clone. Still a bit rough, a lot I could add/improve. But for a couple days of work, not bad. Would be awesome for some kind of management game. I had to refactor this like 5 times, it was awful.
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.










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