What is Squillamorph?
Squillamorph is a challenging action-platformer set in a mysterious mechanical world. Pursued by hordes of brutal enemies, you must use your parasitic ability to 'infest' and take control of them. Fight back, survive, and you might just discover your purpose. Find more information about the game on the About page.
Please consider getting Squillamorph on Steam and leaving a review. It is in Early Access and still very early in development but the more feedback I get now, the more enjoyable the final game will be!
Join the official Squillamorph Discord: Squillamorph Discord Server
Below is the development log for Squillamorph. It is GIF heavy and it might take a while to load them all.
Please consider getting Squillamorph on Steam and leaving a review. It is in Early Access and still very early in development but the more feedback I get now, the more enjoyable the final game will be!
Join the official Squillamorph Discord: Squillamorph Discord Server
Below is the development log for Squillamorph. It is GIF heavy and it might take a while to load them all.
A Couple of Challenges17/12/2018 The past week has been a tough one. I really wanted to get something done for the Unity 2D Challenge which meant less time for Squillamorph. I also got ill again, that helped. In short, there isn't too much to talk about again. Nevertheless, there is something. :) Pathfinding I've reverted back to my heatmap method again, what a surprise! I'm doing things differently now though. Rather than pathing straight to the player. Enemies now path to one of a number of stationary points near to the player until they are close enough to use a much smaller dynamic heatmap that the player now generates. This means I can pre-generate heatmaps for each of those points. This is much better for performance but still needs work. Ideally, I would have a heatmap for every single tile. What a surprise though, generating an array of every tile for the total number of tiles crashes Unity. Yes I did try it. :D What I am probably going to do is increase the number of pre-generated points and make the dynamic heatmap much smaller, or even find a completely different solution for close range pathfinding. While fixing these performance issues will take time, if I fix them now it will result in better features down the line.
Well I hope you don't mind the shorter update. I don't expect to have much to talk about in the next one as it is coming up to Christmas. Thanks for reading! If you are interested in the game I made for the Unity 2D Challenge you can check it out here:
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James BarrowI'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.
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