What happens when you don’t clear the frame buffer. Long ribbons of leaves streaming through the sky.
Question with 2 notesAnonymous asks:
Hello! I'm just wondering if this gorgeous game is something that is still being worked on or not. If so, I hope to see more updates soon!
Hi, thanks! This game is definitely still being worked on, and is closer than ever to being done.
Here are some houses I made for it recently!
I expect the game to be out sometime within the next 3 months.
This is a short note to say that yesterday I finished the last of the main levels in The Floor is Jelly.
There is still plenty left to do. I need to go back in and edit pretty much everything. I still need to add a bunch of secret levels. There are many bugs to squish that have been hanging around from the beginning.
However, the game can now be (roughly) played from start to finish! The end of development is starting to look like an achievable thing from my perspective. Who knows, maybe I’ll even announce an official release date soon?
Was the pink level designed to look reminiscent of the letter [pi] or was that just how it turned out. Are there any more maths-y themed levels? - A Physicist
It wasn’t originally, but it is now. Pi (π!) is a pleasant shape to me, and it’s thematically consistent with this particular level.
This shape is also the basic form of the torii, although I wouldn’t read too deeply into that.
Sometimes, as with the above screenshot, you just have to commit two full days to making your colors pretty. The scheme in this one feels to me as though it’s just on the edge of falling apart, it’s very fragile. One wrong color and the whole thing disintegrates. The windows are not colored here, yet, and sport the default red. You can see how the image begins breaking down near them.
I knew when I began work on this section’s colors that I wanted something markedly different from the rest of the game. Much fiddling was required to escape the orange/yellow/blue scheme most of the game adheres to and find something that felt consistent yet unexpected. I’m satisfied with the result so far.
I had lots of fun with the color of the land in this particular scheme. Taken on its own, it’s a desaturated, tan yellow. Because of red-leaning purple in the background, however, it reads almost as green. It’s a tricky way of using the color green without breaking my silly, self-imposed rule of not actually using the color green.
Today, while perusing the assets folder, I found some screenshots of how the game looked before I settled on a visual style. And how did it look? Ugly!
Here we see the world displaying much simpler, more geometric trees. They kind of felt like bubblegum, without being pink. The simple circles are not very exciting visually, but were always meant to be replaced with more complex object. They simply held place while I was blocking out the color scheme of the early levels. The solid line around the jelly was a really weird choice though, it made the jelly feel pinned down at its edges, hemmed.
These are some really garish, washed out colors. Totally out of step with the game. They were taken from one of Monet’s Haystacks. One of the main aesthetic differences between Jelly and Haystacks is the flat color versus the textured color of the Haystacks used to capture that feeling of light. These colors are boring in jelly because they don’t have enough other colors to contrast against or provide background to. This is one of the reasons extracting color scheme from photographs or other visual works can be difficult, is that one often loses many of the smaller color relationships that make the image interesting to begin with.
At one point, Jelly was going to be totally abstract.
I also found this picture of a fish in there. I don’t know why. There’s no reason for this fish.
And this is a screenshot of the game in its current form, of a newly added area. It’s less impressive in screenshots than in motion, but I’m quite happy with it visually.
Looking at the magic picture, am I right in seeing that raindrop splashes are affected by the topography of the ground, or are the animations just selected at random?
They are random right now, but having them affected by topology is a way cool idea. I’ll have to try that out and see how it looks!
Sometimes, fish swim in the water like they’re supposed to. Maybe they nibble at your toes, but they’re generally well behaved.
OTHER times they float eerily in the sky and slide toward you without moving their bodies. You can run, sure, but you can never forget that dead look in their eyes as their ever-gaping mouths follow you slowly, slowly.
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