Devlogs
Post Jam Update - Mobile support!
Now that the jam is over, I've taken the opportunity to improve some things! This will probably be all I do with this particular iteration of the project unless there are major bugs, but I might revisit the idea at some later date. (The codebase is far too messy to make this a more serious project as is - lots of corners have to be cut to make a game in 48 hours, and the organization and structure of my code took a hit!)
In this update...
- Widescreen! The game is no longer limited to a square aspect ratio, so fullscreen looks a little less weird. This was done originally as I did not have enough time to make the main menu responsive to changes in aspect ratio, so I locked it to one I thought looked nice.
- Android build! I cant figure out how to get Godot to properly sign a release APK, so it's a debug mode compile! Hurray!
- Mobile/Touch support. An onscreen interface including a joystick, jump button, and menu button. Wow! As a side effect, this also means the mouse can be used to navigate the main menu, which is quite nice. Enabled by default on all platforms, as I can't figure out how to detect if a touchscreen is present/a keyboard is not present. However, it will auto-hide and -show depending on if it receives inputs from a keyboard or a touch.
- Options menu! Found to the left of level 1 on the main menu, including options such as...
- Render quality - ranging from 25% to 200%. Initially I added this to fix a bug with the web export on lower end hardware, where the secondary framebuffer allocation would fail resulting in the game just being a black cube. However, it could also be handy for users to have access to! 200% looks quite smooth (if your graphics card can handle rendering a 25 megatexel offscreen buffer every frame...) I'm sure there are more efficient ways to go about this rendering, I wanted to try approximating SDF rendering in a fragment shader, but Godot wont let me use Sprite3D's with custom materials, weird!
- High Contrast (Greyscale) mode - The levels are displayed in maximum contrast black and white, for accessibility. Some retains some levels inverted appearance for effect, however!
- Joystick handedness - control whether the joystick is on the left or the right
- Miscellaneous changes - some audio fixes, making Maze less of a platforming nightmare (especially with a mobile joystick), some camera improvements
Thank you to everyone who played, see you in future projects!