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

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.

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)

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

Otis in Underwater 🌊

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

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.

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

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