
Next up
Made a rain cylinder effect (reducing the need for particles), and a tutorial explaining the process in broad terms (Unity, HDRP): https://t.co/XqnHulTzHj
When the character falls on a very slanted surface, it switches to fall with physics. I had this before too, but yesterday did some big improvements on how it looks (adding its own animation and adjusting the transitions, physics collider and camera).
Physics based hand operated crane that can be used to open gratings. I've been working to get this to work more reliably. Still a bit janky but getting there.
I tried a hood on the character. I don't know what I'll do yet but I'm mostly leaning towards the original look.
Since the game's EA launch half a year, I've been focusing a lot on optimization. I made a post describing some methods I've used and showing the progress I've made: https://gustofwindgame.com/blog/?p=184
I got some feedback of the caracters looking too "cute" (or goofy was the exact word). There's some intentional goofiness for sure, but maybe the character style clashes too much with conventions of the stealth genre. I did an experimental paintover.
Happy Devruary! Devruary Day 6 celebrates @Narwhalnut ![]()
! They program bugs (in the game Insectile)! We also have a question for the devs of Game Jolt: What dev habit helps you the most?
Grappling hook + timing = successful entrance











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