Took a little break working on Crash Landed to work on my own commercial game, but I'm back to working on it- first checklist is fixing every single bug in the game. And boy are there a lot! I've also decided to tweak the art style some, I like my original art style- but I want to get closer to Crash Landed's original concept art so I'm increasing the texture resolution (it won't be insanely high res, even the models won't be) and I've tweaked Crash's design some (as well as some animations). My goal for now- is to fix the game.
When I originally started Crash Landed, I didn't expect it to go anywhere as I was simply screwing around with stuff in Godot and I had no real intention of making a full game. But slowly, over time it evolved to what it is now- and I'm not happy with it. I like it, but it isn't what I want to see from Crash Landed. So, I'm remaking the assets, fixing the code and making a overall better game. A proper game.
I'll update more later, when I have more to showcase- but for now, here's a preview of the new Crash look (It's not a hell of a lot different, but I tried getting it closer to how Landed's looked)
Next up
We're back! Here's some updates in the article down below. Plus some showcases of character models I have yet to show off!
Thought it'd be cool to show off what the first island looks like so far, so here's a few screenshots.
Development has Re-started! Read below..
And here's the "Nite Bat" in-game (as a static, non-animated mesh) beside Crash
Christmas update, coming sometime soon! #CrashBandicoot #Fangame #indie
Christmas update is actually close to done, I'm deciding to just drop it when I feel its fine. Remember it is extremely WIP still, and this is the last sandbox release I do till a proper future demo. This is not going to have a lot to it
Would you guys be fine with another sandbox demo where you just explore around and there's no end goal or anything? Just the ability to get a feel for the game, as I want to release a playable demo, but I don't want to reveal anything story-wise yet
I need to just show how the game looks while playing in-editor compared to the sandbox I just released. So here's a short video. The differences have me pulling my hair out trying to figure out what the hell is going on with it.
Since the holidays are coming close up, Crash is already celebrating (he's sorry he missed Halloween and Thanksgiving) I think the "demo" I release will have a hint of the holiday spirit to it
Did some work on a new area, nothing here *yet*
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