2021-02-15

Been working on shaders, post-processing, Cg/HLSL and haven't put much into the endless runner.  I have the "bloom" testing project up but I'm looking for a smarter way to do the emissions for the bloom (accessing the intensity of the HDR color from c# in a cleaner way that having to do a property bundle as shown in the bloom testing project.)

Good news though, I understand post-processing enough to know why I need to do the various "bloom" levels in the shaders as well as the basics of how it is implemented.

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2021-02-01

Changing the LERPing of the movement from the system default to a custom LERP system and going through the different easing options and controls.
(Yes, it looks very wonky RN, it IS still in development...)

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2021-01-26:

Added the rest of the vehicles and tweaked movement and movement ratios.
Had some issues with movement and player vehicle swapping.
Next up:
Get the air vehicles to change height when "breaking."
Add all the vehicle data to each vehicle

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2021-01-20:

Basic movement has been tweaked.
Development UI added to allow Vehicle changes & Skin changes
Next up:
Add all the vehicle data to each vehicle (speed, health, agility, etc)

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2021-01-17:

This is the first iteration of the game.  Basic game play (Player movement) and environmental impact to player movement.
Next up: player avatars, Test-UI to cycle through avatars at run-time, various movement characteristic changes based on current avatar.

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This is the current development build of second game in Hodgepodge (A mobile game).

We are putting this up to garner feedback from users during the development process.

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