I've recently done a bunch of landscaping work on the third mission of the game. I tried to get the barren terrain type to look close to the dwarf birch dominated highlands in northern Norway. Music by https://olliojamusic.com
Next up
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.
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
Now every burst is locked onto the player's position, what do you think? #gamedev
Thanks for showing your support y'all!
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.
Devlog 35# We're back and happy belated New Year. I have some important news to the demo of Star Blitz X. So far we update some of new laser weapons with notification sound effect. There was some few bugs to them but should be solved soon.
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.
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