Sparkly phase gem

seen from France

seen from United Kingdom
seen from United States
seen from Egypt
seen from United States

seen from Türkiye

seen from Türkiye

seen from United States
seen from Germany

seen from Austria
seen from Japan
seen from China
seen from Russia
seen from Switzerland
seen from United Kingdom
seen from Germany

seen from United States

seen from United States

seen from Malaysia
seen from United States
Sparkly phase gem
I’ve been doing some work on this thing lately after a really damn long time, but I’m back on this in some capacity. I decided to really ease myself back into it by fixing all of the shaders that were broken. That was surprisingly hard. At least now I can remember what my engine does :)
On hold...
So, this was probably an inevitable thing, given the nature of life these days, but I'm putting Abyss on hold for the time being. I want to pick it up a bit further down the track, maybe re-evaluate what I think it's going to be.
It's one of those things where I spend so little time actually being interested in doing work on it due to various factors that it's worth just taking a break from.
I have some other ideas for smaller (lol) things to do which I might explore. I might check out Unity as well for another project; we'll see how it goes. Until then, we'll see how things go.
All this procrastinating has resulted in a couple of pretty cool-looking effects. That waterfall effect was surprisingly difficult to achieve. I think it looks pretty cool, though. Will have to do something about the top of it so it doesn't look like it's just appearing out of nowhere. Polishing the turd.
Pretty basic parallax background scrolling. It's using some placeholder art at the moment; but expect the finished result to use pretty abstract/geometric shapes and patterns. That was a lot easier to do than I expected.
This might not look like much, but I spent most of the weekend fixing the interface layer for the main game. I've taken out the hard time limit (there will be a soft limit, which I'll explain at some other point) and added the concept of lives to the game. I think this flows quite a lot better after sending off a very rough alpha version of the game to some friends and seeing what they thought. I like the heart appearing transition the most, actually.
I don't know if I'll actually use this in the end, but I wanted to have some sort of effect that gave you an idea of how long an effect would last without resorting to a discrete UI element. It might not be obvious enough; so might have to tweak it a little bit... or just use a discrete UI element.
Some UI transitions and triggers and stuff - also, I think this is the first time I've actually shown this thing in motion! Eep!