Game
Ocellus

3 years ago

Devlog 24/05/2022.

Implemented basic 3D movement, as well as a pixel shader and environmental fog. Flashlight mechanic was added as well.




0 comments

Loading...

Next up

Devlog 26-27/05/2022.

It's Blender time! All our in-game objects will be made via 3D modelling, and then imported into the Godot environment. Here is a work-in-progress of our main character's 3D model!

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 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.

The combat system is already being implemented and there are also some advances with the environment (WIP)

#gamedev #indiedev #godot

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.

We’re excited to announce that we’re working on a new game, a 3D metroidvania with a Low Poly Pixel Art style. Stay tuned for more updates!!!

#gamedev #indiedev #pixelart

25/05/2022 Finished making the cover Hmmm... Who is this stranger...

Guess who finally played Hollow Knight!

I just can't have enough of this baby, so I drew them a pretty poster! 🥺♥😊

If you'd like a PSD file of this, head over to my Boosty! - https://boosty.to/staminaoverlook

It's Halloween! let's talk about SCARE.

Devlog 20th September:

Repainted the TV screen. Fixed the code so that the mouse input goes through to the tilemap, then realized I don't need it. Fun days.