I programmed a little boost at the end of a glide so that if the player pulls up too much or is just pulling up towards a platform they are trying to reach, they will get some extra momentum in order to be able to land on that platform.
I've also been working on getting this little hub world easier to get to.
I'd love to get some more feedback on this image. I'm hoping to make it into a print, perhaps on canvas. It seems to be missing the mark for people so any feedback would be really helpful.
There's little seperation between fore- and background, making it all a little flat. I'm loving the colours, and the blobby forms really speak to me, but you'll need to tweak colours and scale if you want the characters to be the primary focus
@Michael Knubben Thanks for the feedback. I did a couple sketches to try to address some of the issues. It'll take me a while to get them closer to a finished state though.
I attached a magnet on my player in the game I am working on and I made the vines attracted to that magnet. I thought the movement here looked pretty cool.
If you want to check out the game it's free to download for now. Feedback on the game would be great.
Updated Unity, been using Bakery to try and improve lighting, and started using more Tilt Shift than edge detect. Hoping it gives the game more of a feeling of a very small thing in a more normal sized world.
older stuff testing a spaceship in the sky as a level. I put the clouds in the level around the ship, but I should just parent them to the ship and give them a bit of movement to fake the ship's movement or it's movement speed. The ship itself could also be a bit nicer. In other versions I marked it as static and baked lighting into it only to un-check the Static button so it could move. I should just keep it static and fake movement with the clouds.
the idea is to have the player jump out of the ship, run around on top of it, and defend it from big enemies in the air.
Increasing the tilt-shift caused issues reading the world space text which was originally there for vr. You can kind of move the camera to read the text, but some people had difficulty with it. I do kind of like what the tilt shift does to the shape, focus, and detail of the UI though.
Changed my UI popup script so that it now pops up world space UI and screen space UI. Here is an example of the screen space UI. This should hopefully fix the blurry UI text problem. Planning, for now anyway, on keeping both.
old screenshot, heavily photoshopped to look along the lines of the current in-game post-process effects. This bit is in a level called "start city" that is kind of swampy, but not as dark as some of the other "swampy" levels.
going to try and solve the UI text reading problem and blurriness by also implementing some screen-space UI to go along with the world space UI. I tried to give it a bit of an anime look. So now my UI popup script will pop up both world and screen space UI when Lunchbox flies to the tutorial point.
I want to start the game with some weird Akira-esque, Ghost in the Shell intro music kind of vibes. Something that is sort of ominous, mysterious, colorful, and interesting looking. I was thinking that may also work as a scene to choose who you want your avatar to be.
The girl is supposed to be inside the robot suit so you are really playing as the girl either way even though I put them both into a lot of concepts. It's pretty much just like Metroid, but it allows the player to have a choice over what gender they would like to play as.
some client work I did a number of years ago for an educational game about tribes in the Andes Mountains. It was a one scene game for the most part that had a bit of a different look than this. I pulled the camera out a bit, added some post-process effects, added some grass, some water, and a few cloud effects. You can see it in motion in the video below.
playing with some procedural grass. I eventually want to make the oasis more of a hub with just the town and a bunch of spokes or pathways to other levels and I want to move some of the more forest-y sections to other levels like the one below.
did some experiments with a border around the game
I initially tried a more frayed, comic book kind of border. I even took some actual comic book wear and tear from images, cut it out, and placed them in the game as an overlay. It kind of came out looking more like shattered glass though and it just didn't feel quite right to me. I guess it just wasn't vibing' as they say.
I'd still love to get that in somewhere, somehow, but the white, paper-esque border feels a little better to me. I love Alba Ballesta Gonzalez's work and I was inspired by what she's doing.
What I have now doesn't work super great in darker areas. Maybe I should go with the darker border?
The darker border might be a bit weird in lighter areas. I don't think there is any easy way to put on a darker border in dark areas and a lighter border in lighter areas.
In the end, I put more transparency on the border so it's just less visible overall. It also has a blend mode on it, Screen Blend, that will make it appear lighter in light areas and it's a bit more pronounced in darker areas. In my experience, after playing the game a bit, it just kind of fades away and out of focus so I don't think it's too bad and I've kept it for now.
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-pretty much everything is traversable
I've also been working on getting this little hub world easier to get to.
If you want to check out the game it's free to download for now. Feedback on the game would be great.
https://brotherly.itch.io/the-come-up
the idea is to have the player jump out of the ship, run around on top of it, and defend it from big enemies in the air.
https://www.youtube.com/watch?v=GQ4sp_OZ_nM
going to try and solve the UI text reading problem and blurriness by also implementing some screen-space UI to go along with the world space UI. I tried to give it a bit of an anime look. So now my UI popup script will pop up both world and screen space UI when Lunchbox flies to the tutorial point.
The girl is supposed to be inside the robot suit so you are really playing as the girl either way even though I put them both into a lot of concepts. It's pretty much just like Metroid, but it allows the player to have a choice over what gender they would like to play as.
https://www.youtube.com/watch?v=Tqooq-Kw-pM
Here are some more shots of that level. These show a bit more of the progression of the town at the top of the mountain.
how it's going:
I initially tried a more frayed, comic book kind of border. I even took some actual comic book wear and tear from images, cut it out, and placed them in the game as an overlay. It kind of came out looking more like shattered glass though and it just didn't feel quite right to me. I guess it just wasn't vibing' as they say.
I'd still love to get that in somewhere, somehow, but the white, paper-esque border feels a little better to me. I love Alba Ballesta Gonzalez's work and I was inspired by what she's doing.
What I have now doesn't work super great in darker areas. Maybe I should go with the darker border?
The darker border might be a bit weird in lighter areas. I don't think there is any easy way to put on a darker border in dark areas and a lighter border in lighter areas.
In the end, I put more transparency on the border so it's just less visible overall. It also has a blend mode on it, Screen Blend, that will make it appear lighter in light areas and it's a bit more pronounced in darker areas. In my experience, after playing the game a bit, it just kind of fades away and out of focus so I don't think it's too bad and I've kept it for now.
inside your spaceship