picking this up again


hakoniwa and scoping down

after *checks log*, it seems like after 8 months of not doing much developing, im backo with a fresh set of eyes.

t'wasnt pretty, although i really want to have a spyro/3rd person-esque camera, in VR, the way i've implemented it, causes BIG nausea for my partner and slight headaches to me. soo... yeah i've switched back to the stationary camera that gets lerped to a position in every world tile. also the world is now a big hex tile grid of 8x8.

color things are my 'sticky notes'

all this to scope down and hopefully be able to push this game out before the year ends without having to detail 12 big terrains with activities and such i can incorporate a bit of my drawing 'technique', or as i've learned recently, hakoniwa (game design). roughly translated to garden-box  where a big part of the artform is using minimal elements but still insinuate a bigger idea/story with the mini landscape.

big whoop

indeed it is for me, because now a lot of the pre-built elements ive acquired during this projects development time is making this restructure soooo fast. proud of past me.  in another way, this just brings the game project closer to its inspiration of zelda 1.

im also just going to try and look online on discords to see if anyone can program the enemy behavior for me for a handful of usd. it really does keep me away from the project... anybut i'm hoping to have an updated build uploaded either today or tomorrow. so look forward to that!

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