
Finally got around to adding enemies...although they're more of a target dummy for now. Also, I used particle systems for the hit VFX, which is a new for me, as I was so used to using animated sprites for these things! #madewithunity
Next up
Combat test with the Player Assist system. It can get frantic! #gamedev #screenshotsaturday #madewithunity
Using Unity's Timeline tool, I added short cutscenes to tell the story of the game. I don't know why the music gets cut off though. This only happens when I use Unity Recorder but in actual it's fine. #gamedev #madewithunity #screenshotsaturday
The journey is almost complete! Check out this comparison images of the mobile version and the new and enhanced version for PC. #gamedev #screenshotsaturday
Made some adjustments to the boss AI so that the fight is more strategic, less spammy. This is meant to be the first boss encounter. What do you guys think?
Speed Up tiles will boost any gnome that walks on it. It adds pressure to the player. Combined with the Shaman's HP boost ability the player will really need to up their game in order to overcome the wave. #gamedev #screenshotsaturday
Gameplay footage of Eggo City. #gamedev #screenshotsaturday
Done with character swapping! Swap between the melee tank (Aether) and the long ranged mage (Myst). It's gonna be be fun designing levels that accommodate contrasting play styles. #screenshotsaturday
Started prototyping the Player Assist feature. With a press of a button you can summon party members that will perform their special attacks. I know it looks like Ender Lillies but my inspiration was the Marvel vs Capcom games.
Player Assist work in progress. Close, long, and mid range attacks. #gamedev #godstear #madewithunity
Version 0.3.0 BETA is now available for download! This release is leaps and bound ahead from the previous one. I would love to hear your feedback so I can make the game better. Please read on for the complete features.
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