You can see all our latest progress in our first gameplay video!
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@placidtrip
You can see all our latest progress in our first gameplay video!
I think this scene can make into a nice diegetic main menu.
Some trigonometry. The world is open and endless, and there was the problem how to direct player which way he needs to go. Now orbs that player need to collect for points and to maintain his speed materialize only in the direction of the sun. Player is free to walk in any direction, but to progress he needs to follow the sun.
Some more reverse enginereng into CG and new vertex-displacement shaders are ready.
Later to me came idea - why not scale objects the same way I change vertex color?
Objects with scale 0 have their mesh renderer disabled and as the result amount of polygons in the scene was greatly reduced.
Haven’t been posting for a while. A lot of work lately on the project. Implemented distance-relative color change.
After a lot of optimization work cardboard version is finally out! Thy out demo here:https://omicron.itch.io/placid-trip
The FUTURE is here! Android build is now ready and willing! You can download .apk by link https://omicron.itch.io/placid-trip A lot of work was dedicated to optimization to make game run on mobile devices with consistent FPS but still there’s much to optimize. The main achievement was migrating skybox, sun and flying cubbert’s lightning bolts from C# code to Cg. Goddamn those shaders are hard. To make them work on android had to redo logical if statement with arithmetics. The next step will be support of Google Cardboard! (and further optimization)
The FUTURE.
All latest progress in one webm: - New type of terrain; - prototype of new weapon (toaster); - radial, matching background fog, finally.
Playing with new terrain generation functions. Gonna make some new biomes with them in the future.
This weekend we had one more presentation at #KyivMakerFaire with the help of Air.io. We were talking about specifics of VR developement, user experinence in VR and of course Placid Trip. If any of you have Oculus you can try our latest vr-supporting build: https://omicron.itch.io/placid-trip
Finally implemented drop mechanics. Also recolored healing cacti and made Grape Soda fps-independent. Incremented version.
After our successful performance at Kyiv Comic Con and 350+ playtests new build is finally ready. You can download it here: https://omicron.itch.io/placid-trip Changes: - Jump mechanics were changed. Less physics, more player control. - Added shadow below player for easier in-air navigation. - Changed some mushroom models. - Vertical position correction. No more flying or falling out of the world. - Tweaked npc spawn chances. - Tweaked game progress speed.
Preparing for tomorrow's demo day at Kyiv Comic Con!
As we promised, we’ve made our first complete alpha build! We’ve implemented all the biomes that we came up with so far, all the enemies, stats and some basic gameplay. We fine-tuned it, so it’s the best iteration of it so far.
Try out our latest demo at:
https://omicron.itch.io/placid-trip And tell us in the comment section or personally what you think of it. The list of all new implemented features is too long, we can just state that demo is complete and ready for playing.
Spooky.