Next up
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.
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.
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.
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