I forgot to devlog all the tracked time when I tracked it weeks ago, oops! Im coming back around to finally finish off the project after getting sidetracked :)
Anyways, I did some bug fixes (like finding a new shader when the old one broke on web), alongside reworking how the paddle interacts with the ball. Lastly, I finished my readme so I can ship fully!
I started 3d modeling my case! I got through the bottom half, but I was struggling a lot because i suck at moving sketchs in autodesk for some reason.
I redesigned a lot of the stuff and i made a death screen.
I made the main mechanic of my game: Genes! Using genes you can alter how the ball behaves. So far there are 9, 3 of which can only be obtained from the shop’s charity feature! Im speedrunning development because I am going out of town soon, and will miss the deadline for godot wild jam if i dont submit soon!
I got a simple (un-cool-ified) game loop working!! I also did some slight improvements on my upscaler thingamajiggy. wanted to clarify its not really for ACTUAL upscaling, but more of a stylistic application of more pixels to create smooth triangles that were previously not in said image.
I designed the PCB for the macropad!! first time doing that :D
First devlog!! I probably should have done this after 15 minutes like intended, but I suppose my old shiba devlog habits never left me!
So far, ive done some work getting ball and paddle movement. At the start the ball is “mounted”, so it sticks to the paddle and can be aimed, and then click to launch. Simple stuff.
Most of my time was actually spent trying to do a specific visual effect.
I want to try and make this game using pixel art, but a type of pixel art where each pixel has smooth triangle shapes between ’em.
I dont know what exactly thats called, but I decided to try that. The idea came from a little game called “mindustry” where i thought they had a shader that does what i described. I dont actually know if they do. I dont actually know if they do anything special, they just keep image sizes good. you cant see any pixel edges unless you zoom in a external program.
To replicate the effect i want, im making it so in runtime it generates a new, larger texture with a X size increase. Then, with the new size, it will create triangles to smooth out pixels. Its going decently. Theres some weird bug with my calculations though where its acting like some pixels are something else in the original image than what they actually are. Oh well. I will probably make a fix tommorow :)
Same with the fact that it isnt transparent.
I wonder if i should try making it a shader again (i gave up on the shader at first since it wasnt working at all)
I drawed the schematic!!!! :D