I might change the colors when making her into an ingame model, but all the main equipment pieces are there.
She is a lightweight recon specialist and needs to move a lot, so the clothing is supposed to be non-restrictive. The bottom layer is a body suit inlaid with energy wires that forms a shield around the user to protect them from damage. The outer layer is a light space suit that provides extra cushioning when coming in contact with space debris.
On her back she wears an energy tank and two gun holsters; and the gloves show the energy tank level! (but I will have to test the last one in the game and find out whether it is a viable way to show energy level)
Next up
Sometimes it does feel like this 😆
Will add a bit more lighting, but for now finished with this section of the Depot level.
Did some more level design this week. Found out that the tutorial tvs broke at some point, while I was improving the interactions system. But if I don't tell anyone that these screens are supposed to show text, nobody is gonna know.. Oh.
Something of an atrium in the middle of an office area.
Changed lighting in this part - added LED lamps where the light is supposed to be coming from and fiddled with global illumination a bit more.
Polished the side project a bit more. Added sounds, fixed some ui things, added a movement sprite for the sword, made the enemies fade out on death.
Just a cover I made for my side game project.
Did some progress on the next part of the Depot. This area is going to be a bit less spacious than the previous one.
Ditched baked lighting, trying lumen now. Surprisingly, it doesn't seem like it takes up that much more performance compared to the previous setup - with a few tricks for optimization, at least.













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