An assortment of gameplay clips showing the new version of Horizon Falls, being remade from the ground up. (Please note, this is extremely early footage. The level itself is currently more focused on an actual physical layout than looking good.)
There is also an accompanying devlog post here, for those interested in that sort of thing.
To those who follow this project, would you be interested in more longform devblogging posts where I go more into the designing and development aspects, what I'm doing and why I'm doing it?
Really trying to find out how to present progress on what I make in a more exciting and engaging manner, so if there are any suggestions on that feel free to pose them to me in the replies.
Anyway here's the poll on the main question of this post:
Been undergoing efforts to remodel the characters to make them better resemble their drawn UI icons. Atien's remodel is coming along very well, and I feel he should be ready for rigging and facial expressions(!) soon.
This update aims to refine the core gameplay and controls of the three playable characters. While the level itself remains mostly the same and there is no explicitly new content, there have been many changes and adjustments to player abilities with an emphasis on improving the overall flow of the game and making each move feel more useful.
Read more about it and download via the above link!
This is a problem specific to Tumblr, but a lot of gifs I record of the game are too large to share here, even if I link from an external source. (Seriously, gifs can only be 10MB? what)
Anyway, instead of bending over backwards for this ridiculous limitation, I'm just going to point out that the Twitter account will have a few more posts than this blog as a result, so if you really want to see more, I'd also check there. There is also a Discord server you can find in the "About & Links" page of this blog, where I also post about gamedev progress to the Runecrossed channel (though most of it is also mirrored to the two devblog mirrors when possible).
The quest to gradually replace super early placeholder assets continues with the electric fence hazards in Horizon Falls. Up until now, they were just quickly made hurtboxes made up of flat red walls you can just kinda damage boost your way through anyway.
You know, these things that were everywhere.
They didn’t look very good. Probably one of the most “obvious placeholder” things in the level currently (along with the “fire hoops,” but I’ll get to those another time).
Anyway! The electric fences now have a proper model and work as spline meshes, letting me actually contour them to the environment without having to awkwardly layer those old horrible hurtbox placeholders on each other.
I think this makes the level already look a lot better and more interesting, personally.
Of course, they still aren’t quite done. I want to add a bit more detail to it, and the bright red bands are placeholders for a specific animated “wire” texture, so they’ll be less harsh on the eyes when I do that.
Still, pretty exciting progress. It’s all coming together slowly but surely.