Here’s a little trick I’ve been using to render the ocean in A Short Hike! The water is just a plane that follows the player around. The texture and vertex animations are all done in world space!
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We were playtesting our first prototype of the boss in our game, and I couldn’t stop laughing.
The second area in the overworld is ready for action! We should have a playtesting session this week for the new bunches of levels.
Today I finally got around to fixing a little peeve of mine; the ‘drop’ animation.
I also got online leaderboards up and running! Visually, the UI for them is a little weak, but it’s something we can tweak as we keep going.
I just finished decorating one of our new levels! I added a lot of detail to this one, so I hope the puzzle doesn’t get obscured. We’ll need to do some extra playtesting to make sure it still plays well.
I’ve been busy this past week, and I can’t yet share what I was working on, but I’m really excited to share it soon! Hopefully I’ll have more cool things to share in the coming week.
These inferior robots must die. [Pitfall Planet’s beta date is just two days away!]
The boss is the last big feature to get in, it could still use some work… roughly 24 hours left to go!
We finally replaced the placeholder death explosion - now we have PERSISTENT GIBS!
Our title screen for the game is playable! I want to hide a bunch of secrets behind the letters >:-D
Also, the red astronaut has fallen asleep!
It’s exam period, so I don’t have any Pitfall Planet updates this week! However, I can still enjoy posting up GIFs from unreleased projects like Rocket Deer.
One day some friends and I were brainstorming a bullet hell game. One of us was like, “how about a deer strapped to a rocket?” and that was it.
We had fun making it look pretty (like the unnecessary day-night cycle), but we never got around to refining the gameplay. Most of the pixel art is courtesy of wawaboopboop!
And exam period rages on… so here’s some more screenshots from my unreleased backlog of games.
Last year we had a short game jam called NES JAM, where we were supposed to recreate a NES game. Clearly, wawaboopboop and I were inspired by Kid Icarus. It was a simple platformer adventure, which was refreshing to work on. I’d love to come back to it and polish it up one of these days so we can release it for free.
