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Acceleroll
1 year ago

Target is getting a huge rework. I basically rewrote the movement code from scratch. You now have to actually fly and steer to score. It also makes multipliers harder.




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Huge progress 🎯! The target minigame touch up is nearly complete. I basically coded the entire thing from scratch. It's really fun now! This is how I wanted it in the game jam but time made it difficult.

#gamedev #platformer #3D #Unity

Teaser for visuals of a new mode. Only visuals at the moment. This is for a new mode that will contain remixed stages (gameplay and environments), and for this level the visuals are a thunderstorm! No level design yet...

Learning a bit about falling sand type games. Really simple algorithm but so fun to tinker with. Very easy to add new behaviors/materials too. It's calling out to me for a sandbox (no pun intended) game.

Practicing some of my terrible Blender skills. Here is a really out of season Halloween ghost-like creature I made. It's currently not rigged, made in about 1 and a half hours.

Target is getting a minor addition, multipliers! They multiply your score. And yes it is cumulative (all by x2), so a multiplier 4 * this powerup would be 8, thus leading to an x8 score (if you can land safely).

It's here! The largest update yet. Includes 8 ball pool, fishing, a sandbox mode, and a hard mode! (+ Many fixes and QOL) Patch notes below.

In editor footage of controller support on UI

It will only support Xbox controllers natively.

Prototyping my sand game, liquids and gasses (WIP). I also opted for procedural sand materials. I created a system where I can generate ~4294967294 fake, unique, named periodic table elements deterministically. Interaction is a work in progress. Wow.

In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?

Working on actual targets. Hitting this at long range feels so good.