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TeaTM's Unnamed Collectathon

5 hours ago

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I had some really hard difficulties figuring out the code for this. There was a lot of issues. I ended up just duct taping code from the first game cutting all 2.5D stuff + adding new stuff. Also this showcases BLJ for good measure lol (sorta a bug)

Been improving some of the movement jank. Coyote time no longer nerfs your jump (this was a bug). The system isn't perfect, but it feels a lot better. I'm in a balancing act of allowing lots of movement freedom and not making movement too easy.

Very weird sun design. I wanted it to not just be a yellow dot. Experimented with a couple different designs. I also wanted to keep it pixel-y. It also syncs with the main light direction.

Remade the weird sky in Unity. I had to make the sun a physical 3D object with CPU code not GPU which is more expensive, but other than that it's all GPU (including sun rotation and pulsing)

The movement system in the previous project (Unity) was heavily geared for 2.5D and would require major updates to adapt to full 3D so I remade the entire Godot system in Unity from scratch. + An outline shader test

Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)

the sun was looking a bit lifeless so I added some rotation and pulsing. Also messing with colors a bit.

Went on a really big side quest today with audio, but audio is fine for now. I have decided to give my core mechanic a little experiment. So I've been setting up the systems for it. Portals felt right.

Working on a song for the desert. Unsure if this will make it in, but I felt like making it.

I hated the prototype slime, so I gave him some SFX and a new model + texture. I also added a particle trail when the player moves (not shown here)