Devlog 03/10/2020
Hosted Development Stream #2. Made a new walking animation cycle - now Erik has a cloak and a hat!
Next up
Devblog, 13th March 2023.
This is partially why I wanted to switch to Tilemaps. They are capable of stuff like THIS. Now I'm able to recreate any sort of lighting, any time of day, within any location that I create.
I played #HollowKnight and got a lot of inspiration from it. A great example of how to work with parallaxes. Did you know that they actually used 3D space to build their scenes? I wonder if I can do the same thing in Godot Engine 4 for OGLS!
Devblog 11th March, 2023.
I wrote a list of the worst problems with the build which I'm aiming to fix with this remake.
I decided to tackle the Tiling first. It feels different, but easy and precise. I love it a lot.
Further info in the article below.
myPOPGOES Mobile is out now on Android and iOS! 
Android: https://play.google.com/store/apps/details?id=com.clickteam.mypo…
Devblog 11 June 2023.
The first draft of a 3D scene made out of 2D objects, very rough, very saturated (i was light testing), very much representative of the parallax I wanted to achieve. What do you think?
Read the article for technical details.
Now that I'm in Master's degree, I'm considering pitching OGLS as my exam project for the autumn semester. For more info, read the article!
In other news, NPC system finally works in 3D. At least, the planning/moving/stopping parts.
Devblog 17th June, 2023.
✨ Imported State Machines for animations into Godot 4 for all characters and the player!
✨ Floors and walls in perspective~
✨ Volumetric fog!
✨ Shiny eyes are back! Shinier than ever!
✨ More parallax layers!
✨ SHADOWS!!!
I always loved Springtrap. Easily my favourite character in all of FNAF franchise.
A speedpaint and a PSD file of this illustration can be found on my Boosty page! - https://boosty.to/staminaoverlook












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