Game
Acceleroll
1 year ago

Working on the hopefully last feature before final QA. It shouldn't be too hard to implement (will regret saying that). I do have even more ideas for the game but that might be a more 3.0 thing.




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In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?

In editor footage of controller support on UI

It will only support Xbox controllers natively.

Physics based first person archery system in Unity. Includes time slow and recognition for different target types. Excuse poor audio quality, my screen recording software seems to be bugging out. #Unity #Unity3D #Archery #3D #GameDev

Working on actual targets. Hitting this at long range feels so good.

Spent the remainder of the night making some fun unlockables (if a bit silly), also spent more time on the remix mode. I added this lava lake section, I think it looks nice (GIF).

I've been playing this level pretty much all afternoon. The momentum is so fun. I upped the speed just for this (really puts the Accelerate in Acceleroll!) (Also sorry Apple's Emoji keyboard randomly opened)

Had one of my weirdest 2AM ideas last night. I took my minigolf game and combined it with spherical gravity/planets. The end result is absurd. I had to redo a lot of code but worth it. #GameDev #Minigolf #3D #AntiGravity #GravityMechanic #Unity #Unity3D

Been working more on my dark fantasy archery prototype. I created this target class in which I can invoke any sequence of methods I want. So I made a target in a tower that lifts a magic seal on the big gate. Thoughts on an exploration archery game?

I threw together this small art test with some audio and a asset set I made. The vibes are on point. Going for a Bloodborne-esque dark fantasy vibe for my archer game. #3D #DarkFantasy #Unity #Archery #Unity3D #GameDev