Next up
the sun was looking a bit lifeless so I added some rotation and pulsing. Also messing with colors a bit.
I have added mortality (again). Also messing with some audio and lighting. I'm not too concerned about lighting since this scene likely won't make it to the final game.
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)
I needed a break from code so doing more art, made a simple 3D version of Crabby Crustacean Jr. as a merchant.
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.
Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)
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.
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.
Very weird sun design. I wanted it to not just be a yellow dot. Experimented with a couple different designs. I also wanted to keep it pixel-y. It also syncs with the main light direction.
Been improving some of the movement jank. Coyote time no longer nerfs your jump (this was a bug). The system isn't perfect, but it feels a lot better. I'm in a balancing act of allowing lots of movement freedom and not making movement too easy.












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