Next up
Having been bogged down for WAY to long making a single super-ambitious outdoors level, I've decided to make something that's simpler, quicker, yet more visually impactful.
So here's the first peek at the upcoming Subway level.
Enemy AI and animations are getting some love.
Made some progress on the game's logo screen.
Feels appropriately 90's. However, I'll probably change the final screen to become cleaner and more monochrome.
Here's a bit of an update on the upcoming new environment. The end result should be a dazzling, neon-lit city.
Just finished working on muzzle flashes. This is an important part of refining gunplay which in turn is a vital part of making Bad Girl fun and engaging.
As a continued measure to improve enemies, they're now getting a wider variety of bespoke weapons.
How do you like the Pistol and Elite Pistol?
Working on reload animations. You can expect a new devlog video soon.
Version 0.2.0 of Driftfinity is now available to download.
Considering the overall scope of the game, this is a pretty hefty improvement, featuring improvements to gameplay and overall presentation.
I look forward to hearing your feedback.
Anyone feel like a burger? Or some kåv?
Over the past few days, I've been giving the main menu some love. Visually I'm quite pleased at this point.










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