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Gummy World
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Devlog
I'm Back Baby!
January 12, 2024
by
Michael Macha
#update, #vine
As I may have mentioned before, I spent all of December getting worm physics working right for level four; and then in January, well, January happened, and then, well, uh... I took a break. But I'm re...
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Substantial FPS improvement!
November 23, 2023
by
Michael Macha
#tech
So just a heads-up for the next release. I realized that my environment candy blocks had transparency enabled, which required a lot of overdraw—which basically meant that the graphics card had to re...
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Modularity is Everything...
November 22, 2023
by
Michael Macha
#design
The feedback I've gotten, after just two months of work on this design, has been a wonderful motivator. Of course, that's quite different from the total time working on games in general; I've been doi...
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On Multiplayer
November 11, 2023
by
Michael Macha
#multiplayer
So, the past few days have involved one of the most critical possible design decisions for me, that is, multiplayer. More to the point, not just "is multiplayer possible"—and I can't think of a clie...
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First step towards Multiplayer down!
November 08, 2023
by
Michael Macha
#bug fix, #plans
Today was a pretty big day, though you might not guess by looking at the project. Most of the changes were under the hood. In the past, I'd been storing things like lives, score, corn, coin fragments,...
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Leveled the Playing Field for Older Hardware
November 06, 2023
by
Michael Macha
#update, #compatibility
This one's going to get a little technical, as a fair warning; but today I substantially increased the range of hardware that can enjoyably run this game. I noticed an issue while streaming the game a...
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Added a Game Over Screen
November 04, 2023
by
Michael Macha
#splash
Today I have a few tasks on my hands, the most visible one is already down—for the past day or so, losing just reset you to the title screen. Instantaneously. I guess that works, but it feels like a...
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Big Update
November 02, 2023
by
Michael Macha
#update
Big update today, the first since the demo's release. The biggest addition is lives, which are clearly a work-in-progress at the moment. Hans starts with five of them, and gets one more per every hund...
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Happy Samhain!
October 31, 2023
by
Michael Macha
2
#release, #demo, #samhain
Samhain (pronounced "souw-wen" or ˈsau̇ə̇n , because Celtic be like that) is a lot of things. It's still the Gaelic word for November. Its literal meaning is summer's end, and in Druid culture, it...
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Pause (and settings), Checkpoints, Physics fixes
October 08, 2023
by
Michael Macha
#settings, #physics
I've made a few critical changes to the game on account of feedback from my colleagues Justin and Brett, such as fixing malfunctioning trampoline gummy physics. (It's much, much more satisfying now.)...
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UI added; in-browser support no longer feasible
October 05, 2023
by
Michael Macha
#ui, #web
Looks like my in-browser version is going to have to be slimmed down quite a bit; at the moment, transparent backgrounds on viewports aren't supported by Godot in Compatibility/Web mode, which kinda b...
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Ants are implemented!
October 04, 2023
by
Michael Macha
#enemies, #performance
I woke up this morning with a perfect notion for an enemy—bugs! Or at least, the sugar-loving kind of bug. Ants, as an example. I then spent my morning and most of my afternoon getting the model and...
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