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Apple Silicon (PREVIEW) Announcement and Development Update
Working on a semi-secret project. It's currently using some debug assets so it hasn't gotten an art pass yet. It involves procedural generation, fantastical caves, and it takes mechanics from RTS and management games. Here's a generated map it made:
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.
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.
Working on actual targets. Hitting this at long range feels so good.
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.
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.
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.
I've been prototyping, and I've merged two of my secret-ish prototypes. You have the unit control society simulation (last prototype) and dynamic world painting with reactivity (my sand game). I also made my own update loop to help with time control. WIP
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