What is Squillamorph?
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!
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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.
Hey everyone, I've been making some good progress over the last few days on rebuilding the game.
You might be wondering why we are remaking the game from scratch rather than taking the demo further. I didn't want to continue using the proof of concept demo project for a number of reasons; The main reason being the code, which is pretty messy because I was learning a lot of new things as I went. So I thought it would be better to redo things in a fresh Unity project but still use some of the existing stuff we made like physics to help get started. I then discovered an issue with the existing physics just before releasing the demo. They are not frame rate independent meaning everything plays faster at higher frame rates. I found a temporary fix for the demo but really the physics had to be redone.
So that's what I've done over the past few evenings. The new physics work better than before and they've opened up new possibilities for the game such as slow motion, which is always fun. :D
I've also been working to get new visuals for Blobby to better reflect Connor's concept art. I've settled on using something called metaballs which create a liquid-esque effect. It still needs tweaking but this is a good start. Moving on to Blobby's movement, we're experimenting with wall climbing to see if that makes moving flow better and more fun. What you see here in the GIF will likely change as we improve the game and introduce new ideas.
I'm going to attempt to post on here more often, so hopefully you'll see lots more development very soon! Don't forget to leave a comment to tell us what you think of this new effect for Blobby!
I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.