Posted March 15, 2025 by nandbolt
Hello! Much has changed in this update. I sorta rushed to put in as much as possible before an in-person showcase (see GDC^2 at UT Austin: https://calendar.utexas.edu/event/gdc ). Here’s what was added.
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The player is now roundish. Tiles with colliders also have an aqua-ish outline to them to make them easier to identify.
The following are now in some levels as well can useable in custom levels!
There are now sloped tiles! They are still a work-in-progress, but they exist now.
Walkers are now in Graphmatical! They walk about and can climb graphs. There is also a glitched version that stings to the touch! You can also ride on non-glitched walkers, having some control over them while riding.
——————(Side)–––––––––––––(Top)——————
——————(Ball)–––––––––––––(Walker)–––––––––––(Player)——————
Cannons now only launch whatever is in their barrels! When balls or walkers go near a cannon, they automatically get loaded in, to which they can then be launched with the press of a button. The player can also jump in the barrel as well if they don’t want to miss out on the fun!
These cubes are collectable and can now be found in levels.
There are 3 new types of graphs: dotted, tubed, and dotted tubed:
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––––––––––––––––––––––(TUBED)––––––––––––––––––––––
––––––––––––––––––––––(DOTTED TUBED)—————————————
Dotted graphs essentially have no collision for most things including the player. However, walkers can climb them! Tubed graphs behave physically like normal graphs, however they transfer power and deposit it to anything that can be powered. Tubes that are powered have glitched red stuff flowing through them. Dotted tubed graphs behave the same way as tubed ones, but they also have the properties of being dotted (no physical collision besides walkers!).
There is now somewhat of a power system that can be harnessed! It all revolves around glitched energy (the red jittery stuff) and the new power crystals. These crystals can be toggled on or off by interacting with them, however they start off unpowered.
To power the crystals, some form of glitched energy needs to be within their radius, such as a glitched tile, ball, walker, or graph. Once powered, they’ll be able to distribute power to nearby objects.
Currently, the only objects that can be powered are tubed graphs and unpowered glitched tiles. Here is a demo of the power system at work. Note that there is still things to be tweaked (like those powered glitch tiles should be staying on constantly)!