SQUILLAMORPH
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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.
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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.

Just Game Dev Problems

9/12/2018

 
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Hey everyone, this week's post will be shorter than normal. I'm currently working on 3 projects, one of them being Squillamorph, and its proving difficult to progress them all as much as I'd like. 
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Level Design
So the level has had to shrink in size, again. The main reason for this was we felt it was too large to work with and was still too easy to get lost in. I am still tweaking the design but we are now much closer to a final version. I have also removed the lights I was experimenting with last week. We felt that they weren't thought out well enough and detracted from the overall design. I will revisit the lighting but not until we have made significant progress with scenery assets.

Pathfinding
Oh boy, this was inevitable really. I am having to revisit the pathfinding, again. The current heat map solution I previously discussed is causing performance issues in larger spaces. As such, I have attempted to rework the A* pathfinding method I was originally using. However, despite the improvements to this method I am getting worse performance than my heat map method. Unfortunately, I have yet to solve this problem but I am enjoying the challenge of it. What this might mean for the project is less visual updates until I can properly finish the core features like the pathfinding.

I apologise for the lack of visual content in this post. I will attempt to have more for the next one. Nonetheless, I hope you found this interesting!
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    James Barrow

    I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.

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