0.XI.0


What's new in 0.XI.0:

  • A level transition effect!
  • There's  a small indicator now when you accidentally shift into a wall and take damage.
  • The two boss levels have been removed.
  • The aforementioned boss levels have been replaced with a new type of boss level.
  • A third dimension now exists!
  • Two new levels, III, IV.
  • New bugs and glitches! Now there's three dimensions to break stuff in!

A Whole New Minigame:

I consider this a major update because I've added a whole new kind of level: 3D bonus rounds and boss fights.

Putting a 3D minigame in a 2D platformer may or may not have been inspired by games featuring a certain blue hedgehog...

In any case, I feel like this feature will probably have set me back by two weeks or so, when all is said and done, but I feel like the variety it adds to the game is well worth it. If you want to check it out, go find one of the bosses, or level 5.

The following is stuff for other nerds:

Developing in New Dimensions:

This was my first time working with 3D in Godot. Overall, transferring some of the 2D mechanics into 3D wasn't as difficult as I had expected. There was a lot of code I was able to simply copy and paste, and then just modify certain things to account for 3D. Of course, there was a lot of other code I still had to write, not to mention creating 3D platforms and such.

You might think that working in 3D is completely, totally different from working in 2D. That's not really the case. You might instead think that working in 3D is basically just like working in 2D but with an extra dimension. Kinda. But also not really. Maybe if we were 4-dimensional creatures. Logic-wise, and as far as code goes, it is mostly the same but with an extra dimension. Rendering-wise it's completely different. Fortunately I don't have to mess with the rendering a bunch, but the biggest difference I noticed was that certain shaders and materials didn't work quite as I expected coming from 2D.

Also, on the topic of 2D to 3D, I made a tool for creating 3D platforms from a 2D tilemap. Here's a tilemap:

And here's the resulting "platform":

Nice, huh?  It works by creating a viewport with a tilemap for each side, then creating a Sprite3D wth a viewport texture. It's probably super inefficient, but it works for my purposes. If anyone's interested in the tool I might publish it, so let me know. The biggest caveat is that it doesn't automatically generate the collision, unless it's completely rectangular, but with Godot's CollisionPolygon, it's not too hard to manually create collision.

Files

Dimenshift (Web) Play in browser
Jan 19, 2021
Dimenshift (Windows) 93 MB
Jan 19, 2021
Dimenshift (Linux) 99 MB
Jan 19, 2021
Dimenshift (Mac) 60 MB
Jan 19, 2021
Dimenshift (Android) 65 MB
Jan 19, 2021

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