Hi everyone!
I've been working on this game since September 2021, so a little over one and a half years, although I took around 3 or 4 months to work on
Asset Variants instead.
There are 2 "branches": Human, and Nature. In each branch you play as a separate "worm" character, with separate progress and cosmetics. You can switch between the branches whenever. The goal is to complete the levels in each branch until the worms have traversed far enough to meet up. When that happens, the game is over, although I might make a third Alien branch which will then unlock. After the game is "completed", nothing happens to the playability of the levels.
Each branch has separate "areas", which contain the levels. The human worm collects up to 3 golden hats per level, and occasionally cosmetic hats, and the nature worm collects golden fish, and occasionally cosmetic naturey items. The cosmetic collectables show up on the character worm in the levels, but this can be disabled by tapping on their icons in the areas.
Story:
There is almost zero story in this game, it's about as gameplay-centric as it can be. I do plan to add small squiggly "spectator" creatures that reside in all branches, to give more life to the levels, but other than that the only story is that these amorphous worm entities vaguely representing "Humanity" and "Nature" travel and meet; the Human worm travels rightward, and the Nature worm leftward.
Progress:
A lot about the game is done, particularly the foundation, most of my job left is to:
- Put together many more levels with the prefabs I have.
Currently there are: 9 nature levels, and 2 human levels.
My plan is for there to be 8 levels per area, and for a reason I'll explain later, I want at least 10 areas in the human branch, and as such also 10 areas in the nature branch. - Create more obstacles and decorations as needed/when desired.
- Put together the areas that contain the levels, and also the ending location where the worms meet.
- Add more sound effects where they are missing
- Add "spectator" creatures everywhere
- Consider if I want to add a third Alien branch that unlocks after the other 2 are completed.
- Decorate some more!
Target Platforms:
- Windows/macOS/Linux
- Android/iOS
- Xbox/PlayStation
- Switch, depending on how fast the switch is
Tools:
- Unity and some of their packages
- PixaFlux - for generating and modifying textures non-destructively, with nodes! (Bless this program, it's a godsend )
- AudioNodes - I use this for non-destructively synthesizing audio clips, usually for my modified physics engine "PP2D"'s sound simulation.
- Affinity Designer - for the 2D art
- Blender - for the 3D models used in the areas, and sometimes some 2D stuff as well
- Audacity - sometimes I use this for destructive audio work, such as normalizing audio clips that Unity can't .
- Incompetech's music
- Code that I've made and found over the years.
- GitHub Desktop
- Asset Variants, ah yes such a nice tool, I wonder who made it - Although it has taken time away from developing Wormentum, it has made some parts of development more enjoyable, namely PP2D's sound settings assets, which have many settings, most of which are shared. The break also had me re-evaluate the quality of the levels I made previously. Conclusion: they were dreadfully boring.
- Unity Asset Store assets such as Rainbow Folders and probably AraTrail.
I plan to use this devlog to retrospectively detail how I did things with this game or the code behind it, as well as show the new things and levels I make. I might give out some code as well.