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212
2 years ago

After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.




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I'm thinking that I need to change the art style for this project to something which I can produce and iterate on faster. Which of these two styles for the mech do you like more? Modeled/Rendered in Blender.

Refactoring some code, trying some new UI elements and adding some new features. Still working on developing a new visual style.

Okay, I mean it this time; I'm gonna see this one through...

Wanted to make something my kids can play that isn't all about killing something else. This section will have the player following a wisp through a foggy marsh

Friends! We have big news!

Yesterday our game finally went live on this platform! Hurry and check it out if you haven't tried it — remember, there's local #coop !

Let's protect the planet from the nasty Gufi-Goo together!

#survival #strategy #craft

Working on the mech selection in the main menu. One of these will be in the final game.

The corruption changes everything it touches.

Everything except Mako

#indiegame #steam

Finished the first 3D art pass, finally. I wasn't really happy with the outline at this point, so I've shelved that for now. The lasers at the end are my favorite part right now

Ukiyoe style experiment...

Every biome has its own rules. Its own mood. Its own way to kill you!

#gamedev #screenshotsaturday

I'm sure she doesn't mean any harm...