Game
TeaTM's Unnamed Collectathon
25 days ago

The placeholder page is up! I cannot decide on a name so I just have a placeholder. I'm going to start posting updates here, so give it a follow if you're interested.




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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.

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.

Experimenting more with the level theme, thinking about this neon bioluminescent-esque theme, rather than dark/gritty/industrial like I was thinking.

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)

Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.

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.

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.

This is so fun 🛝

After banging my head against a wall basically day, I got it to an acceptable state. I've been laughing so hard the past half an hour because of the craziness this can produce.

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.