Next up
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.
Non-artist attempts an RPG protagonist. An actual artist could do this faster and better but anyways. Now I gotta redo all of my animations.
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.
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.
FINALLY, I have something worth showing! Here she is in 3D! I even added a Mario 64-like long jump, + an upgraded version of the spin attack that allows you to traverse vertically! Still a bit rough but in time.
Godot learning begins.
I wasn't really happy with the protagonist design, so I decided to use my character Kitsuneko Aiko as the protagonist. I edited the model for that.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
Looking to maybe restart development on this game. Maybe, not sure yet. I did make this blocky 3d version of the protagonist! It's not rigged or anything though
Some test animations










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