2 years ago

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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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

Dare to reach the end of the corridor?

Steam: https://bit.ly/3QgMCYA

Action Minis | Recruit character for #gamedev

(https://sketchfab.com/joaobaltieri/collections/action-minis-15f0โ€ฆ)

๐Ÿ‘‰More infos, assets and exclusive content:ย http://joaobaltieri.com/๐Ÿ‘ˆ

When the character falls on a very slanted surface, it switches to fall with physics. I had this before too, but yesterday did some big improvements on how it looks (adding its own animation and adjusting the transitions, physics collider and camera).

A routine investigation leads to a village of blood rituals and violence.

Every step forward makes survival harder.

Will you make it out alive? #indiegame #gamedev

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

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.

You can now pick your own music to play in Void Step! And the environment reacts dynamically to it.

Currently focusing on Custom level generation and level creator, I need to make it as good as possible.

Hope you guys like it!

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.