I'm finally back with another game update! Here's what's new:
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New fancy pants lighting system! I'm hoping to majorly change how the game looks with this new tech, but for now you can enjoy point lights (fireballs are light sources, as well as a 'lamp' in Cordelia's house).
Flight how has a maximum speed to prevent you from shooting off - I was hesitant to add this at first, however the people who tested it so far all seem to like it.
Reduced turn speed penalty when flying at high speeds
Added a new main menu (still work in progress)
In the attribute editor, attributes with long names are now squashed to fit onto the screen.
Switched to using defferred rendering in order for more fancy effects down the line.
Flight assist - press P to turn on flight assist - for those who have trouble flying, this mode helps you avoid crashing into objects, however it does somewhat wrestle control away from you.
I like how is improving. Beautiful music, I like the zoom effect when it starts flying and is fast but it feels right when flying. I think the game would be more enjoyable with thumbstick support but maybe I say that because I'm used to play with controller.
glitchapp wrote: ↑Fri Feb 09, 2024 3:07 pm
I like how is improving. Beautiful music, I like the zoom effect when it starts flying and is fast but it feels right when flying. I think the game would be more enjoyable with thumbstick support but maybe I say that because I'm used to play with controller.
Ah thanks! The music isn't my own (I am considering learning to make my own though), it's from https://www.fesliyanstudios.com, it's my favourite place to get royalty free music from.
I did experiment with controller support a while back, which I do plan on finishing in the future, so it should eventually be a thing.
The new lighting looks spectacular, and the music is fantastic (thanks for the link...now I'll probably have a few hundred/thousand more songs to select from for my own project ). I really like the sort of "retro pixel art+modern effects" thing you have going on, and flying around is a lot of fun. Keep up the great work, I'm looking forward to more updates in the future
monsieur_h wrote: ↑Wed Jun 05, 2024 8:52 am
Hey ! There was another update 0.15, with a support for faster lighting technology. It finally allows me to play. And it's really great !
Yeah turns out the performance issue was almost certainly just because I forgot to uncomment something in the shader code, so you should be able to play at the full setting next time
Great work. I'm loving what you've done with the lighting and shadows (kind of jealous, actually, I'm rubbish at anything to do with shaders ), the mechanics, and overall concept is just a lot of fun. This seems like something that would also be great on mobile, if you ever decided to port a version to that platform someday. Looking forward to your next update, and maybe another small video or two. Have a wonderful day, and keep at it
Hello! It's been a while since I've posted on the forums, so I kinda forgot to post about the last three updates (that being said, they were pretty minor changes).
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Changelog:
Added dynamic shadows, as well as a daylight cycle - I've ended up mostly ditching the old lighting system in favour of this one
Added water skimming - approach water at a shallow angle at speed while tucked, and you will bounce off it. If you hit an object after bouncing, it will automatically trigger a wall roll
Added trails to the player and fireballs
The player's trail now flashes an indicator to better convey the timing for the wall roll ability
Wall roll rebalanced, timing window is now much wider
Improvements to wall roll physics
Added sound effects when you use the time bubble ability
Added fire lanterns as a replacement for braziers
Added boundary breaking (moving above your top speed will allow you to temporarily continue gliding above top speed)
There a lot of other things added that are not immediately obvious, these are in preparation for the next island
Bug Fixes and Performance Improvements:
Fixed the lighting shader so it's much faster now
Added light culling (for all 1 of the lights that needed culling)
Majorly reduced the shimmering effect at the edge of shadows
Wall roll is now speed based instead of force based for simplicity
Fixed an issue where certain parts of rocks would not let you roll across them (turns out it was a divide by 0 error)
Fixed an issue where rolling jump would not properly respect the aimed direction