Next up
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
And we have ground aquatic animals! In this case I modeled a cute trilobite (which is funny because atm it's the only real animal in the game lol). This could easily extend to crabs or slugs/snails. Their behavior isn't that complex though.
Working on a song for the desert. Unsure if this will make it in, but I felt like making it.
Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)
Smaller fish pack, contains the mummyfish and the anubisfish, + a new water + a pyramid decor + a new theme.
FinLab 1.3.5 (April Fool's Update)
I'm a bit early with the update but wanted it off my plate lol.
- Added the clownfish
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)
Working on Mario 64 style slopes. Would love to make slide levels. But I noticed my movement felt like crap when actually platforming. Time to fix that! Subtle changes so far. Also testing speeding up as a separate keybind than bound to spin.
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.
Played around with a bit polish, it's pretty much done other than maybe some camera tweaking. I improved wall jump a lot (zeroing movement, animations, actually visually sticking to walls), and some particle magic. I want to zoom out the cam a tad.












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