
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
Next up
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.
A New Screnshot From My Friend Klawf
We went upstairs and found an onix.
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
Here's a short video showing off the improved gameplay loop and "stage complete" screen. The updated artwork for Hensen and his gun and the honey bullets can also be seen.
Causing an alarm
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).
You wake up in a strange room...
Here's the starting room for my next game! I finally got to start dressing the first level. You'll have to open the door somehow.
#gamedev #unity #3d #horrorgame #horror #videogame #indiegame #ps1 #psx
Grappling hook + timing = successful entrance











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