
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
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).
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.
This is what happens when rhythm meets the dungeon crawl. Welcome to GRIDbeat!
Thanks for showing your support y'all!
There's a developer debate over what color the decorative rim around the Crystal Stable interiors should be.
Which color for the background border looks best?
Causing an alarm
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










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