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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.
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!!!
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!
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.
Greetings! We are Team Ocelli, and we are happy to announce the start of development of our new videogame title.
More information is available for your perusal in the article below. We will be posting updates on the "Ocellus" game page. Have a good day!
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!
It's Halloween! let's talk about SCARE.
25/05/2022 Finished making the cover Hmmm... Who is this stranger...











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