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Devlog: forest exit and non-euclidean grove

Due to unexpected circumstances that I had actually foreseen months ago and was fully prepared for, my workload at my full-time job is now twice as much as it was, so I'm very burnt out and haven't been able to do much this week. But it's okay, I can handle it. And I still got a bit of game development done.

Oct 20

The base structure for the non-euclidean grove is complete. After a reverse boss battle, the player can choose to enter the grove or walk straight ahead to the level boss and exit the forest. If the player walks into the grove, they will be teleported to an eternally looping structure. After finding the right combination of rooms, they'll be taken to a secret area with an alternative boss. Now I have to find a colorful way to mark the different rooms that's still color-blind friendly.

 Vecino forest exit and non-euclidean grove

Oct 24

I finished all props for the non-euclidean grove. They look pretty simple at the moment, but I'll refine the models later. I first want to get the whole maze programmed and working. The nature gods will appear in a cutscene near the end of the game, so I'll have to model them properly anyway.

 Non-euclidean grove props

The next step, once I find the time and energy for it, will be to add colliders to the first rooms of the level and test them in-game. Since I noticed that geometry colliders were messing with the camera, I'll try a new approach this time: I'll split colliders in different layers, depending on whether they should or shouldn't affect the camera movement. If that works, I'll change the colliders of level 1 accordingly.

Devlog: forest exit and non-euclidean grove

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