Loads of bug fixes, level design tweaks, and new features.
Big update this week!
My voxel renderer now has the capability to overlay everything with any texture I want. I'm using it on a new set of interconnected winter levels. This way I don't have to manually come up with a frosty version of each texture.
Without giving away too much, this week I built a new system that has implications for both puzzle solving and movement mechanics.
I also went back to several levels and fiddled with lighting again. Basically 90% of my development time is spent adjusting colors. Before / after:
Clearly, the old version relied heavily on bloom. I'm trying to avoid that a bit more now. Bloom is like crack cocaine to game developers.
Other random things:
That's it for this week. Thanks for reading!
Latest tweets from @et1337
@TheInfinityApp Thanks! Yep, it's pretty much Mirror's Edge meets Minecraft. :)
8hours 13mins ago
@AmazingThew Those buttons tho... just scattered like M&Ms on a christmas cookie...
10hours 49mins ago
@redsoundwaves Hmm, in that case I might have to come up with a bespoke design...
Dec 18 2014, 6:31pm
Every time you have a good idea: "Yikes, I almost shipped the game without this! What a disaster that would have been..."
Dec 18 2014, 6:22pm
It's the best feeling when a good idea barges into your head unannounced. In reality, we have zero control over the creative process.
Dec 18 2014, 6:15pm
Dec 18 2014, 4:31pm
Finally figured out a glitch that subconciously annoyed me for years. In "bullet time" my physics engine was updating at 30 FPS.
Dec 18 2014, 4:24pm
Voxels, parkour, weird music: T.co
Dec 18 2014, 1:17pm