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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

Voidstone now includes highly advanced QoL features, like a pause menu!

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

I made the graphic for the Emergency Charge Refill, a new item in the GJ shop.

Purchasing gives a quest that immediately fills charges, and it also comes with animated stickers.

@thoro had the idea of a bottle inspired by Zelda!

: Blender (Cycles)

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

Otis in Underwater 🌊

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

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

I don't even count this as a Devlog but i made a very short animation test with Belle's model

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

Modeled in Blender and rendered in Unity.