


The main menu of my game is complete, featuring a polished design system, functional Play button, settings and much more, and asynchronous screen loading for smooth transitions b/w scenes. I’ve added a settings bar and a nice background music track. In terms of gameplay, I’ve set up level boundaries, swapped the skybox for something better, and I’m almost completely done working on the game loop to tie everything together.
I've completed the main menu UI and implemented functionality for the Play button. Additionally, I integrated asynchronous screen loading to ensure the current screen remains responsive and doesn’t pause during the transition.

I've completed the basic layout of my main menu page. Now, I'm going to add the settings bar. I have made sure the UI is both fun and follows a good and lively design system.

I've added boundaries to my entire level, and along with that, I started working on the game loop. I also changed the skybox to something that looks really good. And last but not least, I’ve started working on the start/menu page of my game. :D

Added boundaries to the upper parts of the first and second sublevels, and placed a nice-looking net at the bottom of the first sublevel. Also added some new models to improve the overall look, along with a very cool and clean-looking direction pointer on the floor.
PLEASE GIVE THE GAME SOME TIME TO LOAD CUZ IT HAS SOME BREATHTAKING VISUALS.
I’ve completed the whole level, and all the sublevels are fully functional and ready to go! The finish line is super calming and peaceful after all the chaotic obstacles you really need to check it out, it's honestly so cute! :D
The finish line features beautiful serene cherry blossom trees and floating leaves that create such a tranquil vibe. 🌸
Here are the nature-inspired elements:
Sakura trees at the finish line, offering a peaceful reward after all the chaos you've encountered in the sublevels:)
Water in the first sublevel, giving you an extra boost with higher jumps!
It’s all coming together so nicely, and I’m really happy about how it turned out. 😊
PLEASE GIVE THE GAME SOME TIME TO LOAD CUZ IT HAS SOME BREATHTAKING VISUALS.
Completed the 5th sublevel: The level layout and design are now fully finished. I’m really happy with how it’s turning out.
Added the final finish line.
This is my most favorite additions so far: The finish line is now surrounded by cherry blossom trees and a lots of drifting petals, creating a peaceful, nature inspired atmosphere. It’s a beautiful way to wrap up the level, and I’d definitely recommend checking it out for a bit of calm and beauty:D.

added 4 rotators to the 5th sublevel, and along with that, I perfected the player movement logic when standing on the disk, including player axis rotation. Now, I'm adding a new rotating rod to knock the players off. This stage is going to be really fun stay tuned!

Finally got the interpusher collision prevention system working. I also added direction based decals to the bouncers in the 4th Sublevel, making it easier for players to understand the direction and give a nice look.
along with that ive started to work on the 5th sublevel. I have also made a spatial shader for the transparent rotator texture, giving it a much cleaner and cooler look. Andddd... after testing a bunch of different methods and debugging like crazy, I finally got the character+disk rotation system working.
Successfully implemented the character disk rotation system after testing multiple approaches. Spent a lot of time debugging, but finally resolved the key issues the 5th sublevel disk now works as expected.

Implemented inter-pusher collision prevention system
Added direction-based decals to the bouncers in Sublevel 4
Started work on the 5th sublevel
Created a basic structure for it
Made a spatial shader for the transparent rotator texture

Added a new obstacle called 'The Pushers' in the fourth sublevel. They randomly launch players into the air. Included an animation for the pushers, featuring a pulsating color effect before the impulse is triggered. Fixed many bugs in it and I've also started implementing an inter-pusher collision prevention system.
I've implemented the box jumpers in the fourth sublevel and added impulse logic to them. I've also fixed some issues with the push direction to ensure they behave correctly.

Completed sublevel 3 and made it fully functional. Added spatial audio to the cannons, created explosion VFX, and added bouncers with decals. added dynamic gates on the way to the 4th sublevel, along with several other polish improvements. i have also started work on the nex sublevel.
Randomizinggg Listssss:-
>Rod projectiles: Rod spawners are randomized, and rod colors are random.
>Rotators: Rotation directions of rotators are randomized.
>2nd sublevel bridge blocks: Fully randomized placement/configuration. iNFACT ITS KINDA FULLY RANDOM
>Added random rotation blocks in hte next sublevel for a very chaotic fun...
Completed sublevel 3.
added spatial audio to the cannons.
mad the whole sublevel fully functional.
made the explosion vfx.
added bouncers with decal
added gates to go to the 4th sublevel
and much more...

Polished the character system for ramps and conveyor belts, fixed numerous conveyor bugs, and completed the new obstacle system. Cannons now have animation and proper shooting impulses. The rod projectile roller system is done, with randomized spawners and rod colors for more variety. Level 3 got a redesign and looks much cooler. Fixed all slope bugs which were duye to my new Character System.
RANDOMIZINGGGG LISTSSS:---
>Rod projectiles: Rod spawners are randomized, and rod colors are random.
>Rotators: Rotation directions of rotators are randomized.
>2nd sublevel bridge blocks: Fully randomized placement/configuration. iNFACT ITS KINDA FULLY RANDOM :)))
Completed the Rod Projectile roller sys
Added RANDOMIZED rod spawners
Added RANDOM rod color feature
Changed the design of the 3rd level and now it looks very cool.
And Much More...

Perfected my Character Sytem for the ramp and convyor belts
Completed the implemntation of my obstacles for the new system
Fixed bugs in the convyor belts
Added animation and rod shooting impulse to my cannons.
And Fixed many bugs and lot more...

Fixed all the bugs in slopes and now starting to on the next randomness part of my level...

Completed RigidBody Character Controller along with that made all of my obstacles compaitable to the new Character system(i had to do a lot of work on this system and now its perfect). All of this was done for the nex 2 sublevels which are is gonna be a very fun random obstacle saga:]
-Fixed RigidBodyCharacter3d free fall acc tends to 0 problem
-Made the firs rotator rigid(ie: it throws the player now)
-Fixed some other bugs also

Completed my rigid body character setup along with that ive also fixed all the bugs in it. And now its flawless just like a character body 3d.

I’m switching my character from CharacterBody3D to RigidBody3D for my RANDOM obstacle course, and it finally feels right. Now obstacles actually push and knock the player around naturally, which makes everything feel way more chaotic and fun. But it’s also way harder to get working. You can’t just set velocity like before movement has to be done with forces or impulses, which makes it feel slippery. Jumping needs raycasts to detect the ground, and I have to lock some rotations or the player just tips over or spins out. Tuning friction, damping, and gravity is a pain, but once it works, the character actually feels alive. It’s very hard than CharacterBody3D, but for this kind of game, it’s worth it.
I’m working on my new RigidBody3D character and finally got it to work. Now I’m focusing on polishing and fixing the remaining bugs. The character is for a RANDOM obstacle course, where obstacles interact with the player through physics, pushing and knocking them around. That’s why Im switching from CharacterBody3D to RigidBody3D, since it makes the interactions feel more natural.

completely reworking the player movement system for better gameplay in short shifting from Character3D _> RigidBody3D to have more control and enable interaction "by" and "on" the enviorment.
All of this is for RANDOM obstacle course.

Completed the 2nd sublevel.
Started to work on the 3rd sublevel.
added a smooth ramp along with conveyor belts
added scalable checkpoint system
made the conveyor belt functional alsong witht hat also fixed some very funny bugs in it.

started to work on the 2nd part of my level.

added hexagon SFX effect and fixed multiple collision detection b/w player and hexagon bridge element.
implemnted ingame ui overlay with animations for an upcomming shop section.

Added stars collection system which is managed through GameLevelManager anlong witht hat also implmented in game ui overlays for a upcomming ingame shop...
added stars along with that added GameLevel Manager autoloader to keep track of everything

completed the first part of one of my maps with very cool dynamic obstacles. added respwaning with low gravity zones. also added rotators and falling bridge
added low gravity zones along with that changed the shape of the next platform.

started to work on first level(with good visuals).

added a cool look to my game with some chnages to the base level and some chracter movement constant changes to make it fell more gameyyy :))

completed character animation fixed a blender rig bug which took me 5hr and implmneted idle-run animation in my player.
more animations are to added
next devlog comming in few hours with all the animations implemented.

completed character controls and started to work on character animations

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