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Game
The Maze Where The Minotaur Lives
3 years ago

Been experimenting with post-processing effects in SRP, adding an outline and a painterly depth of field effect. There's also a new HUD to keep track of items picked up and how many lives you have left!


All the new effects use a Depth Normal buffer which I had to code into SRP in an attempt to learn more about how it works in Unity.

I also messed around with the pixelate effect in combination with the new effects. It's... interesting.

tmwtml_pixelated_outline.jpg

I didn't get a chance to write up about this week's experimentation. Depth buffers are surprisingly arbitrary, so it took a lot longer to figure out, leaving me with not much time this week to write.

But if you're interested, you can visit my blog where you can see all previous posts about The Maze Where The Minotaur Lives' development.
https://verythieflike.com/category/projects/the-maze-where-the-minotaur-lives/

And don't forget to follow the game if you want to see more updates.



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I was testing if I could push the butterflies away when running into them. So I turned the particle emitter all the way up. One million butterflies may have been a little too much.

Added fading camera transitions to see the sights and sounds of the maze. See what the Minotaur can see!

After a couple of weeks of polish and tweaks, The Maze Where The Minotaur Lives is now ready to play. Have fun!

Highrise Game Jam Reminder: In order to enter to win the Jam, your game must be created in Unity and submitted using the Highrise Studio Hub.

Learn all the deets about the jam at https://gamejolt.com/c/gamedev/highrisejam

Added flowers and fluttering butterflies. The butterflies are done using a particle system and animated using a shader.

🥳 The Highrise Game Jam is Underway! 🥳

Watch the video for tips on getting started building your first world in Highrise Studio. (Creating and submitting within Highrise Studio Hub is the only way to enter the jam!)

Learn more: https://gamejolt.com/c/gamedev/highrisejam

Unity's Scriptable Rendering Pipeline no longer supports in-built Lens Flares, so I wrote my own.

I'm working on a new game. It's called The Thief Trap, and it's a small stealth sim where you have to steal a huge diamond.

(Swipe to the right to see the original image!)

: Aseprite

I've added maps to The Maze Where The Minotaur Lives. Plus a few other changes.