Devlog 2: Defining the project
Art Updates:
>We made Level concept designs, illustrated by some mockup screenshots
>Came up with UI/Map design ideas
>The artbible should be finished now, here's a quick look at two of the environments we're working on
>We found procedural shaders for MagicaVoxel to make our life a little easier.
by mode_vis: https://gumroad.com/mode_vis?sort=newest
by Lachlanmcdonald: https://github.com/lachlanmcdonald/magicavoxel-shaders
by CodingEric: https://github.com/CodingEric/Erics-MagicaVoxel-Shaders
Technical Updates:
>Updated the techdoc, which should be completely done now. Future things could always be added to it but the base is finished.
>Made more types of falling blocks
>Aiming with mouse now is more percise
>Blocks get destroyed after a while, they turn more red the closer they are to disappearing
>Lock to aim with slow motion
>The level is now endless
>The jumping and gravity has been improved
>Added sabotaging gameplay
Files
Get Ascension²
Ascension²
Ascend forever or crumble in the depths
Status | Released |
Authors | Jasper Caerels, jorenarens, narbys, Otakurosu, Lend Van Den Berge |
Genre | Platformer |
More posts
- Be there or be ascension squaredMay 12, 2021
- Devlog 9: Adding make-up and polishing nailsMay 05, 2021
- Devlog 8: The last square of the puzzleApr 28, 2021
- Devlog 7: Promising endpointApr 20, 2021
- Devlog 6: Getting thereMar 31, 2021
- Devlog 5: Game in fruitionMar 24, 2021
- Devlog 4: FoundationsMar 17, 2021
- Devlog 3: Planning and starting Sprint 1Mar 09, 2021
- Devlog 1: IntroductionFeb 19, 2021
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