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Level design

Ian's cranking out some great work. I tested one of his new maps in a 2v2 configuration for the first time ever. Almost everything worked on the first try!

Improved culling

This is still a work in progress, but I'm trying to make the geometry culling effect less intrusive and confusing. Previously I was using a culling volume of two spheres, which basically removed anything that could possibly obstruct the player's view. I realized that might be overkill in some cases, because you could actually see a lot of things that would be obstructed from first-person view.

After a ton of experimentation, I'm now trying out a view-aligned cylinder, with some special behavior to handle geometry behind and in front of the surface you're currently attached to.

Messages UI

Work continues on story-related elements of the interface.

Supersampled edge detection

Notice a difference between the first screenshot and the others?

I actually like jaggies. I know, I'm weird. However this game is going for more of a vector-based aesthetic than a pixel one, so they have to go. The only way I could think to do it right is by supersampling. My implementation is super basic and probably not optimal.

I still do lighting and everything else at 1x resolution. Only the edge detection shader runs at 2x. My frame time went from 4ms to 7ms. There's probably still a lot of low-hanging optimization fruit I haven't touched yet.

Tons of other stuff is happening, mostly just gameplay tweaks and bug fixes. But we'll skip that for now.