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Working on the wall jank, they actually connect now, editor colors work correctly, camera has different angles and views. I'm calling it good enough for now. Reminds me of building random houses that make no logical sense in the sims as a kid.
This game has still been on my mind. Still suffering a catastrophic game dev burnout. But I had a concept for a prehistoric/dino level in my head. I made a test song for it as a musical challenge (may not be in the game). Mostly for fun.
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.
Finished up my very primitive sims build/buy mode clone. Still a bit rough, a lot I could add/improve. But for a couple days of work, not bad. Would be awesome for some kind of management game. I had to refactor this like 5 times, it was awful.
Made it a rotatation hotkey and heavily simplifed the code, jank be gone. Feels pretty smooth now. This translates really well to controller too. Could be replaced by a button later.
merged my sims build mode thingy with my A* test. Really cool to see the two systems interact very well together. There's probably some edge cases but I'm pretty happy with this.
Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.
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finally got the spherical gravity zones mostly working. They don't seem to work that well with non-putters, even putters arc very high. I've checked all my calculations nothing is wrong. At least there's no drifting anymore.
I'm currently still conjuring this idea, but it's essentially half underwater, half mechanical/industrial, made a dome and some pipes which you'll use to travel to different domes.












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