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.
So this week's update is slightly different. I haven't actually worked on Squillamorph this week as I was both running and taking part in the course game jam. For those who don't know, I'm part of an incubator and a graduate teaching assistant on the computer games arts course at UCA.
Anyway, the theme of the jam was 'One Bullet'. I decided to make a bullet that can be picked up again to fit the theme. The game itself is a wave based survival. I didn't want the week to be wasted in regards to progressing Squillamorph, so I worked on a game that I could use to experiment with things for it.
The main aspect I tried out was using my custom physics to drive the movement of Unity's native rigidbodies. I got it working really nicely which meant the collision is done for me! While this may take slightly longer to implement into Squillamorph than I'd like I believe it will save me more headaches in the long run. The number of issues my raycast collision system has brought makes this a worthwhile change.
I also tried something I personally haven't used for over a year. I animated the enemies and spawner sprites using Unity's animation system. It creates a really nice look without taking much time, so I may end up doing certain animations like this from now on rather than doing everything in code.
So there isn't much else to talk about other than I refined some of the maths relate methods I use in almost every project. I made everything myself within the week. I really enjoyed making this game and I do intend to take it further.
If you want to play the game you can download it below!
My high score is Wave 8, see if you can beat it!
I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.