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17
3 months ago

Blocking out the mech selection UI with some placeholders




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Redesigned the targeting for the vertical missile to incorporate a UI element. It's basically the holy water from VS.

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

working on a new level design, and added a new enemy! these little guys harass the player by scurrying around them and dropping mines

Looking for a fun #gamedev challenge? Highrise Game Jam starts April 29 - May 5th. Check out the rules and submit a game before the deadline to win some serious CASH MONIES!

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

Prototyping my latest soon-to-be-abandoned project: a Vampire Survivors clone xd

We've added animation for a little side quest.

Getting pretty close to the style and rendering features that I want in Unity for this project.

Modeled in Blender and rendered in Unity.

First pass on the walk cycle for the new mech design, rendered from blender viewport.

It’s time to kick off the Live Wallpaper Jam πŸŽ‰ but first... we need the theme!

So the theme is... 'UNLEASH'

You’ve got until May 2nd πŸ‘ Good luck!!

πŸ”— https://store.gx.me/events/live-wallpaper/

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.