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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.
This week's update might be shorter than normal, but its about some fun additions to the shark level. Also, the new project has yet to corrupt, which is a good sign!
This week I thought it was the right time to start implementing the centrepiece of the shark level, a large trash compactor. This was an interesting challenge to undertake with my custom physics. The green placeholder shapes move through Unity animation. I ended up making the crushing 'walls' push physics objects rather than collide with them because the objects were going through the walls and being pushed up or down out of the compactor. Even with this solution, you can still see things are quite messy but I'll fix that soon enough. So the walls push things away which leads to objects getting trapped between them once closed. I haven't yet made the compactor kill anything yet. I'm still trying to find the best way to do it. I've also yet to add in a reset function for it. We don't want the crusher to go off the whole time as it plays an important part in the boss fight for this level. There will be several reset switches in different areas of the level, which the player will have to activate after the compactor has been used a few times. Still trying to work out the best way for this to work too but for now the compactor adds a cool dynamic to the level.
Furnace & Pipes
So the pipes are now pretty much finished, mechanically at least. They heat up and cool down in conjunction with the furnace and they now kill the player on contact. The furnace now kills both the player and any sharks when it is active. This adds a very interesting dynamic to gameplay. I have yet to play-test it but I think it will create interesting scenarios.
In a little over a week's time, I intend to make a play-test build for some of the students on the university course I am part of. To do this properly though, I must implement a menu system. All this requires is a simple main menu with a play button and a checker in-game to return to the menu after about 30 seconds of idling. I have a script from the original demo we made last year which does this and I quickly made a main menu this week.
The rush to get this menu done is because I am running and partaking in another university course game jam this coming week! This means there won't be a Squillamorph specific post next Sunday. The theme for the jam is Blind Luck and I am excited for it! Anyway, that's it for this week's post. I hope you found it interesting! :D
I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.
I'm currently looking at an Early Access release very soon. Stay tuned for updates!