Next up
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.
Made it a rotatation hotkey and heavily simplifed the code, jank be gone. Feels pretty smooth now. This translates really well to controller too. Could be replaced by a button later.
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.
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.
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.
This is so 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.
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.
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.
Smaller fish pack, contains the mummyfish and the anubisfish, + a new water + a pyramid decor + a new theme.











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