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Immersive first-person parkour in a surreal, physics-driven voxel world. Every move can modify the environment. Surfaces pop in and out of existence at will.

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Ohio Game Dev Expo, new textures, new menu, new levels! Yes, I realize it's not actually Saturday...

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I exhibited Lemma at the Ohio Game Dev Expo. It was an awesome time. Extra Life raised over $9,000 for charity (yes, it is in fact over 9000).

The Oculus Rift was a huge hit!


I worked on various improvements right up to the expo. First, some new textures for moving platforms and doors:

This is the first texture I’ve created that has any kind of directional meaning. The reason is that until this week, I had no control over how the textures mapped to the voxels. It was all procedural. So if I put an arrow graphic in a texture, there was no guarantee which way it would face.

Now I have editor controls to at least rotate and offset the textures, so I can have more meaningful texture design.

Next up, I wanted the menu to be more visually interesting to attract people to the booth, so I spruced it up a bit.

Both before and after the expo, I fixed a ton of issues with the existing levels. I especially reworked Forest quite a bit (once again… sigh…).

Every time I do it, it gets a thousand times better. At some point I have to draw a line.

I’m also still plugging away at some exciting new levels. Sneak preview:

That’s it for this week. Thanks for reading!

Mirrored on my blog

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