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

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

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

a bonbon candy!

(bonus points if you recognize the candy brand)

wanted to try low poly modelling with crocotile 3D again, it was lots of fun!

: Crocotile 3D (Modelling, Render), Aseprite (Textures, Final Touches)

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

Otis in Underwater 🌊

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

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

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