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This is what I call a character model (136 vertices). I'm kind of proud of this even though it's crappy programmer art (and first iteration at that). Attached weapon model is currently just a box.

I'm not dead, I've just been stuck trying to figure a good animation work flow. Nearly there, I can finally get my animations from Blender to Godot without something breaking.

Polychoron running on Steam Deck for the very first time! Installed through app. There are some minor issues but the game runs perfectly smoothly and even controls work out-of-the-box.

I should decide on the art style for the enemies. Definitely ultra low-poly but I'm not sure about textures. I initially wanted quake 1 style low-res textures but that doesn't work very well on small enemies mostly viewed from far away..

New this week: Shader based "walk animation" for small walking enemies (orange), auto-aim target reticle and lots of less visible improvements to enemy physics and hit effects.

Experimenting with different ways of implementing twin stick shooter controls using keyboard and mouse. Here's the "aiming cursor locked near the player" option which is my favorite so far.

A little progress on my twin stick shooter project: The enemies now rise up from the ground and shoot back. Plus some basic particle effects to indicate damage.

My walking enemies have learned to properly reposition their legs when loosing ground contact, for example due to terrain deforming.

The walking enemies behave pretty well with varying leg counts and dimensions now, all enemy types try to maintain set distance to the player (the green ball)

Impressive scores on Polychoron leaderboard! It's actually nice to see others beat you in your own game by a huge margin.

After some tweaking, my walking enemy is starting to look more natural. Still way too many hand-tuned parameters that break if leg count or dimensions change..

Today my game Final Duel turns 25 🥳

23 years later I released Hyper Ultra Astronautics which is basically a modern take on the original Final Duel. We'll see if there will be more in another two decades..

Very little progress this week: Minor character controller improvements including burrowing for the enemies.

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