WATCH THIS GIF FOR FOOTAGE OF CHANGES
Whew it has been a hot second. Sadly, this is not a game update, but it IS an update to show you what I got done today (and yesterday).
I am working on expanding the "platformer" aspect to GTTOD with this new go at things. One of the things that are an OBVIOUS addition would be launch pads! I tried doing something like it with the black holes, but those things freakin' suck so they are outta here. Introducing a glitch/bug free (probably gonna regret saying that) replacement!
On top of that I have also added the addition of slide hopping! This is one of those things that are hard to master, but are a very very helpful tactic if you wanna clear space really really quickly.
As you can see, I am also working on some new art for buildings and levels! I decided to go back to my roots a little bit (as far as gameplay AND visuals go). A lot of people seemed to like the really really early versions of GTTOD MORE than they do the current version. I think there are good and bad things from both of them, so with this redesign I am aiming to keep only the good parts from both sides of GTTOD's life. I know exactly how I want to do this, and I think you guys are gonna love it.
As far as visuals go, I added realtime reflections. I am aiming for GTTOD to look more like an Unreal Engine game rather than a Unity engine game. We will see how well that goes. With this I had to really work hard on optimization, and so far I have seen very little difference in performance on my end, if any.
And lastly are the changes to parkour. Mostly little changes and bug fixes that add a bit more depth to the system, as well as to smooth out some of the rougher edges. I think right now the system is near perfect, but I am not really the one who should be making that decision (;
I will get in touch with you guys again soon showing off some more stuff! I am working really really hard to get GTTOD back up and running again. Sorry for all the delays!