Been improving some door code lately. Multiple varieties, keys, lockpicking, dual-sided opening, physics interactions, and lots more stuff most people will never notice. #screenshotsaturday
Rebuilt my input handling from the ground up recently. Seamless swapping between devices, more controllers supported, warnings about duplicate binds, etc. Lots of stuff I was putting off forever.
Been cooking up this lockpicking minigame these past few weeks. My cursor doesn't show in the recording, but you have to keep it steady on the target icon. WIP!
Since your equipped camera already controls what UI you see, I decided to take it a step further and add custom themes for each one. New fonts, colors, and maybe more?
Level design is often about filling spaces with random junk. Sometimes I turn these props into physics objects, let them scatter, then turn them back into static objects to be used in the game.
Every few weeks I get inspired to improve my movement code some more. Here's the latest walk, sprint, jump, ledge grab, vault, climb-into-crouch, dash, and powerslide.
Also, check out @2HeadedHero hero's video covering it! Love the concept of including a curator to introduce the games and provide some additional perspective. https://t.co/UDW3Ldm5qZ
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