[LEVELS] in [levels] in [ₗₑᵥₑₗₛ] - Spatial Dip Devlog 4
Here’s a quick rundown of the latest updates for Spatial Dip:
Moveable Areas: You can now pick up, move, and rotate areas! Plus, you can take them into other areas, and they’ll reparent automatically, inheriting all movements from the new parent.
Beacons now add to the existing depth wherever placed, allowing for smoother, continuous scaling.
Beacons attached to areas adjust their depth dynamically when nested.
Seamless Beacon Interactions: Beacons of different slopes and depths now work together smoothly, eliminating scaling discontinuities.
Non-integer beacon depth—beacons can now be a continuous range of depths allowing them to always match the depth of an attached area.
Improved Cord System: Cords now recognize un-synced movements between endpoints, deleting automatically when necessary.
Anchor Points: Added anchor points to areas that warps can snap to—this will be key for future puzzle designs.
Enhanced Scaling Depth: Increased the smallest possible depth from 1/2²² to 1/2⁶⁴ — now one meter at the largest scale to equal 20,000 light years at the smallest!
I’m really excited about how these updates improve gameplay and open up new possibilities. If you're eager to try out the latest build, consider supporting on Patreon for access.
Stay tuned for more updates!
Files
Get Spatial Dip (tech demo)
Spatial Dip (tech demo)
Status | Released |
Author | AssortedNonsense |
Genre | Adventure |
Tags | Godot, grow, non-eucledian, scale, shrink, trippy |
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