After nearly 7 years of development, Animal Well is finally almost ready to be released out into the world. I have made this trailer to commemorate the occasion. I hope you like it. I don't really know what else to say.
I have been taking great care to program Animal Well with the absolute minimum amount of input lag necessary. At this point, it honestly feels like one of the most responsive platformers I’ve played
working on a super basic sprite packer that just sorts all the sprites by their width, then for each one scans for the first spot that fits. I am very surprised by how few gaps their are!
Animal Well will be one of the upcoming games being shown during next week's
@dayofthedevs
showcase! It's part of
@summergamefest
on June 9th, and starts at 11am PT/2pm ET
Be sure to watch! We have something very interesting prepared for this🐇
@iam8bit
@DoubleFine
I've been making lots of
#animalwell
engine changes and along the way restructured it to store multiple tile layers per screen. I've been struggling to find good ways to render the layers so they add depth without being visually confusing. Here's what I've been trying:
I finally took the time and put together a website/development blog for
#AnimalWell
. I also made a post detailing the process of getting it running at 240p on a CRT!
I’ve been spending way too much time noodling around with scanline shaders while making this game, but I think I’ve finally come up with something that is both cheap and decent looking
#AnimalWell
#screenshotsaturday
#indiedev
I’ve been quietly working on a game in my free time over the past two years, and you’ll be able to play it at the IGDA Holiday Mixer next month! More details coming soon 🎄
You're invited to the Game Dev Holiday Mixer 2019! Come mingle with Chicago's video game community at
@EmporiumChicago
on Dec 12. Enjoy delicious food from
@kumascorner
, play Chicago made games, win raffle prizes, and support Comer's Childrens Hospital!
#AnimalWell
will be playable this Thursday
@IGDAChicago
's Holiday Mixer! This is by far the most elaborate personal project I've ever worked on. I made everything from scratch over the past 2 years, including the engine, music and art. I'm excited for people to finally play it!
- lights exist either in the foreground or midground
- background is front lit, foreground rim lit
- foreground casts blurred drop shadow onto background
- background is tinted by a fog color
- more foreground lighting effects to brighten overall image ie: caustics above water
It is very easy to do things that add a frame of latency, like updating a characters position after drawing it. With code changing a lot, it is good to double check every once in a while
"I was tired of seeing games do the same things over & over again".
Joined by the awesome
@Dan_Adelman
,
@Billy_Basso
gets into the creation of Animal Well - an unconventional puzzle platformer that's breaking all the rules.
#PlayStation
#indiegames
#PS5
A few things that have helped with this: frames are computed, submitted to the gpu, rendered, and presented all within the same v-blank period. There is no parallelism between the cpu and gpu 😅
I’ve also been very careful to immediately show visual changes upon recognizing input. When you press the jump button, the player is put in the jump state and lifted off the ground all within the same frame
I also boost the gain and saturation to compensate for the light taken away by the scan lines and make it feel more like a glowey crt. I was going for a fairly sharp PVM/BVM look.
The scanline thickness varies based on how bright the color is — that combined with the horizontal filtering makes it seem like the “phosphors” are blooming out when there’s a sudden change in brightness.
@BathThief
Thanks! Not exactly sure what you mean, but the entire game is rendered at 320x180 then the final render target is scaled up to monitor res. Keeps all the pixels perfectly aligned