Another week full of work, this time with a frustrating outcome – the work wasn’t very good. I’ve found that when exploring new ideas, you have to fail a bunch of times before you get something right – learning what doesn’t work helps you create what does. I’m making the second-last boss of the game now, and it’s sorta weird and high-concept, so this success-through-repeated-failure scenario is kind of to be expected, but that doesn’t make it any more pleasant to go through. It’ll be done next week, or I’ll eat my hat!
While I’m spinning my wheels here, I’m gonna show off some more fun with render targets! Check out this virtual-reality environment I made a while back.

Different areas of the environment pulse, scrolling grid lines fade in and out, and the entire level slowly shifts colour over time.

I’m using render targets to create and morph the tileset while the game is running, resulting in all the effects! I’ll follow with a breakdown of what I mean.










