What is Squillamorph?
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Below is the development log for Squillamorph. It is GIF heavy and it might take a while to load them all.
Hello everyone, I hope you all had a good January! Over the last week, I've continued working on more visual interest. I hope that the changes I've made will make levels more interesting to play in!
I started last week by working on the new passive creature, which I briefly mentioned in the last post. This creature is a fly of sorts and you can see it in the GIF. I added it to make the game world feel more populated and alive. Although its behaviour is simple, occasionally landing or fleeing from the player, the difference it makes to the atmosphere is great. I will likely end up making a few passive creatures because of how much I like the effect they have!
The one thing I know I need to work on for the environment is variation. This is quite a challenge when the levels are constructed using repetitive tiles. A popular solution for tile based levels is using slight variations of the same tiles, which makes surfaces look less repetitive. While this is a decent solution, and one I am likely to employ at some point, I was after something a bit more effective. I've considered using shaders to alter and vary art assets for a long time. So I started working on a shader that might allow me to add some grunge to the scenery. The shader I ended up with was not what I initially intended but I am still happy with it. The shader adds further decay/destruction to the background and foreground elements. I only intend to use this in the Waste Processors region for now, as it doesn't make sense anywhere else, but I think it adds some decent variation to those levels.
Regions like Reactor K and the Iteration Lab will require variation that uses less grunge and more panelling or mechanical elements. This is something I will be working on in the near future. Lastly, I'll mention that I've brightened the backgrounds of all levels. The background art has proven to be too subtle, which was intended but not to this extreme. The art is still subtle but making it more visible has thrown a bit more variety into the backgrounds.
In the last post, I said I would be showing a new enemy but I did not manage to get it ready for this post. It might appear in the next post but it is unlikely to have any unique art assets by then. Don't forget to let me know what you think of the week's progress!
Please consider getting Squillamorph on Steam and leaving a review. It is still early in development but the more feedback I get now, the more enjoyable the final game will be!
Join the official Squillamorph Discord server here:
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Thanks for reading!
I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.