Check the devlog thread for details about what is going on here.
not working on anything in particular but trying to re-learn 3d animation with some puppet guys. it’s been fun trying to be goofy with it.
damn polygon time
Finally starting to lay out a real Stage. May not be Stage 1. You know what they say. Make Stage 1 last.
Working on stage 1 has made me realize that I need better camera logic and so I’ve been in a not very visually interesting camera logic hole for a week or so. But just to keep up appearances here is a screenshot.
Visually I need a little more size variation in the tombstones and some more interesting stuff in the background. I think I have some skeletal tree asset somewhere that is probably appropriate.
I’ve been reading about the camera in Super Mario World. I have a decent adaptation of the horizontal camera movement implemented by SMW I’m not sure about the vertical movement, since my player character is substantially more air-mobile than Mario. Interestingly, Mario’s camera is fixed to the ground unless Mario has p-speed, in which case it sticks to him. The rough equivalent for that in the Ghost Game is whether the Ghost is just jumping or actively levitating. I’ll try that tomorrow morning. This might work well because the Ghost can’t enter levitating state until they have been in the air for a bit of time (roughly the amount of time it takes to reach the apex of their normal jump) so there is a nice hard limit there which will help reduce jerky camera movement.
Playing SMW I notice that the free camera in p-speed mode has a very nice psychological effect of making Mario seem more free and bouncy and slightly more out of control. It is something I intuitively associate with Mario 3/Super Mario World but it was pretty interesting to me how subtle it is if you don’t know what is happening.
Classes start up next week. Dread what that will do to gamedev time. I’ve been pretty depressed lately with my “Real Job”.
I dreamed a rabid Racoon bit my heel as I was flying over a stream on the engine part of a boat that had separated from the main part like the Enterprise’s Saucer Section.
I’m contemplating just not letting the ghost die at all, Wario like.
- he is a ghost
- the voice controls are difficult enough already
- virtuosity can be measured by the total number of candy corn one finishes the level with (I’m planning on adding a bonus system where if you collect enough candy corn before the plus counter runs out then you get bonuses, encouraging speed run style play).
hell yeah. the contemporary jetlag that is player death and life counters etc is always worth interrogating.
still playing around w godot by which i mean basically just dropping my own animations into kenney’s 3d platformer starter kit. it’s been kinda fun to try different goofy dance inspired walks and such to see what works… natalia goncharova ballet background NOT mine… its also nice to imagine making a game with those giant floaty Demon Sword jumps i like. i guess next i’ll try to figure out trenchboom and see if i can make some areas that feel fun to hop around in. kind of relaxing to just be ambiently accumulating Game Mulch that i have no idea what to do with just yet
Working on stage 2.
Maybe I can get 4 solid stages done before Halloween and launch into early access or something? Is that dumb?