Game
Acceleroll
9 months 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?

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.

Very glad I spent almost a full week on this lighting system! Testing some underwater ambience. I really want dark places in this game to feel dark. The vistas you can make with this are absolutely insane.

Target is getting a huge rework. I basically rewrote the movement code from scratch. You now have to actually fly and steer to score. It also makes multipliers harder.

Fox woman 🦊

I'm experimenting with some demos, I recently ported some Acceleroll code to Unity 6, Also gave me a chance to give it a bit of a glow up (just for fun, may not keep it)

NOTE: Does not actually support RTX

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

Minigolf prototype I cooked up in a few hours. It has support for cutscenes, moving platforms, persistent scores, hole changing, and visual transitions!

I love it!

Random Mechanic: I recreated 4D geometry slicing (into 3D shapes). Completely procedural. This is similar to what those trendy "4D" game devlogs on YouTube do. I also created an editor tool to design 4D shapes, so I could easily make a game out of this!

In editor footage of controller support on UI

It will only support Xbox controllers natively.