
I added an intro chapter to our stealth game that sheds some light on the setting of this very dark game.
Demo & wishlist: http://bit.ly/3Ijv0rL
Next up
Grappling hook + timing = successful entrance
Made a rain cylinder effect (reducing the need for particles), and a tutorial explaining the process in broad terms (Unity, HDRP): https://t.co/XqnHulTzHj
Physics based hand operated crane that can be used to open gratings. I've been working to get this to work more reliably. Still a bit janky but getting there.
Causing an alarm
This is a general #UnrealEngine tool, not specifically for the Mega Man project. It can copy the data from ANY Blueprint or C++ UPROPERTY variable, and copy it back to any compatible variable. Could lead to making Save States for Rollback Netcode.
I tried a hood on the character. I don't know what I'll do yet but I'm mostly leaning towards the original look.
I got some feedback of the caracters looking too "cute" (or goofy was the exact word). There's some intentional goofiness for sure, but maybe the character style clashes too much with conventions of the stealth genre. I did an experimental paintover.
Seal Island Intro! For #ScreenshotSaturday!
Since the game's EA launch half a year, I've been focusing a lot on optimization. I made a post describing some methods I've used and showing the progress I've made: https://gustofwindgame.com/blog/?p=184
















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