Finished the Obstacle Animations over the last week! Animating all these flips and stuff was really hard. #indiegame #gamedev
@corrimba.bsky.social
Animator | Unity 2D Developer • Working on 'Britts' Delivery Gauntlet': an Action-Packed Combat-Platformer! http://youtube.com/@Corrimba5726 • instagram.com/james_stan05/
After months stuck trying to add mechanical depth to my game, I hit Eureka! Inspired by racing cornering. Britts can chain obstacle passes for either a speed boost (Slow Entry > Fast Exit) or jump boost (Fast Entry > Slow Exit), evaluating risk/reward in split-second decisions! #indiegame #gamedev
Dirt Rally 2 has a mechanic where heavy damage triggers a Terminal Crash, ending the stage. Here's the twist in my game: after a big crash, the character fights through the pain to finish the stage, giving you one more chance to save the run. Its pretty exciting, yet stressful! #indiegame #gamedev
Added a ledge trip mechanic. Originally, it was a bug fix that teleported the player upwards when they hit the edge of a jump. Now, if they jump too low, the player has to react and land carefully or crash. It's a small change to make mistake recovery more fun and thrilling. #indiegame #gamedev
Learned how to make distortion with shaders, and my poor laptop is running on life support with these unoptimized rain effects. Just wanted to experiment with what rain might look like in this game. I think I'll aim to make it way harsher and scarier in the final product. #indiegame #gamedev
A prototype for Overcast weather variation. I've also worked on improving this game's sense of speed with motion blur and more dirt and wind effects. #indiegame #gamedev
Concept for Night Levels that might appear during late-game. I wanted to make it realistically dark and difficult, to make the player more reliant on pacenotes, but it does feel really unfair. I'll try to be careful when I develop these stages in the future. #indiegame #gamedev
Here's an early prototype for evening-themed levels that might appear at the midpoint of this game! I plan to also make night, fog, light rain and heavy rain variants too in the future, playing around with effects and lighting that might mess with your visuals. #indiegame #gamedev
Done working on this enemy for now. The combat AI is still a bit of a mess and acts a bit inconsistently, but it's been really fun to work with! Gonna figure out what to work on next. #indiegame #gamedev
After getting sidetracked for a month, I'm happy to finally get things back on track. This hedgehog enemy has been super fun to make so far. It's fun building on previous enemy AI and getting creative with how they behave offensively and defensively. #indiegame #gamedev
Continuing the trend of designing enemies around rodents, I've designed a hedgehog enemy (couldn't resist making a tribute to Sonic in the end). The design came pretty naturally, although the change in art style is a bit out of place compared to the other characters. #gamedev #conceptart
Second part of the level Added a new section at the end to see how difficult I could make this game. #indiegame #gamedev
Environment Graphics I'm still not quite proficient in environment art just yet, but I'm pleased that I've improved from my previous projects.
Extended the parallax effects. I think I can start working on making it look nicer soon.
Ditched the earlier forest, started getting dizzy and went for a parallax effect instead. It transitions out super smooth.
Environment is still looking really scuffed currently, but it's getting somewhere. Still experimenting.
Working on environments. It's been a while, so it's been a rough start, but I've made some progress. Still gonna take a while til I reach anywhere finalised.
Worked on the game loop and added Rally Splits into the game (blatantly) inspired by Dirt Rally 2.0.
Never thought Britts would look this good doing a Sonic CD Super Peel Out, but it's perfect for low-traction acceleration like rally cars.
Added a few small changes, finally fixed the drone and added a QTE if drop-under obstacles are failed. Also added a wallcrash, which I'll finish another time.
Super cool looking dust trails and HUD Mud Effects for landing (Thank god for YouTube tutorials). It looks perfect at max speeds, but I'm planning to adjust it more when Britts slows down.
Added 3 new run cycles in a blend tree to show Britts losing balance when braking or landing.
New Rally Pacenotes. A bit janky and unreliable at the moment, but it's fine for now. I'm gonna start figuring out crash damage next up.
Back to working on platforming and completely taking a new direction. No more boosting and much more risk.
New Chinchilla Enemy. Still needs more effects and polish, but I think I have enough enemies for a single level.
Working on another enemy. Designed a Chinchilla character with ranged attacks using traffic baton lights (whatever they are called). I'm really enjoying making these new designs despite having little time to work on them.
FINALLY got time to work on this again. Over the last month, I've reworked the camera system, tweaked combat a bit and added a sick spinning uppercut attack!