Entangled Devlog - Part 3
- Josh Hardy
- Jul 27
- 1 min read
It's been a little while since I've posted an update on my current project: Entangled!
Progress has been a little slow. I've been busy working on the first issue of my new indie game dev magazine, Quest Magazine, and adding content to the website.
Here's what I've worked on since last time (if I remember correctly, lol):
Split screen camera (this only comes into effect once the players are beyond a certain distance from each other. I want to eventually make this really dynamic like in the LEGO games)
Added a 3rd level introducing:
Zero gravity zones
Black and white holes
A new puzzle solution using the gravity gun
I've, of course, fixed a few bugs here and there, and admittedly, I've also had a little play with using AI for coding. I don't believe it's good enough for complex and interconnected code, so I've only used it so far to create a tool. The tool in question is a simple tile painter. I was previously hand placing, copy-pasting chunks to construct my levels. Now, I can click and drag to paint walls and floor tiles much faster. This saves me some time when iterating. The AI did actually nail this in 1 or 2 attempts, and I only had to ask for editor prefs so that values persist in and out of play mode.
Here's a quick snippet of it in action:
You can see an entire playthrough of the game in its current state below, enjoy :)
