Adrift September Session - Massive art upgrade!


(Disclaimer: The game is not available yet. There will probably be efforts to let the game be partially playable online.)


(Flavor included. I'm glad I could use the new screenshot tool to take this pic..!)

 Aye, a new session was just finished, two days ago!

 How content, how content. I'm very happy with what we've managed to achieve!
Just about all of our goals for the session, and a bit more, too!


 This time, the project's gotten mostly a visual upgrade - and a large one, at that!
A massive spaceyard was made, as a level selection screen.
In this spaceyard, you will now play as: "Bob".
 Which is Bobby, but smaller.

 There's also a new score system in development now, as well as 2 new levels.
And, machines will now break.
This is a central feature and mechanic in the game.
 Because of that, we'll try our best to make the feature interesting and fun to play.

 Between the lesser additions, were many quality of life changes, intuitivity improvements, some control improvements...
And, I can officially declare that gamepads are supported! (Courtesy of redsti)

 ... and a painful attempt at using 2D URP lights. I'll get back to that one another day...

 And last of all... I'm proud to say that a new track was added!
 It's been a long time since an addition was made to the soundtrack.
 And this time, I've contributed to the track! Expect a cool chiptune to appear later down the game. ;)

 ... what's next?
Next up, we will probably make:
 An actually playable demo!

 After the unplayable itch.io version was made, it quickly seemed obvious.

And on that note... stay tuned.

    The Adrift Devs

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