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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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.

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.

Dare to reach the end of the corridor?

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

We're so back! This is the year, team. Rose and Locket will be launching! Thanks for all your support here, I'll try to keep this page updated as we head towards release

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

The Obsessive Shadow Remake Release Date Announcement!

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).

Grappling hook + timing = successful entrance

Thousands of enemies. One mutated Radboy. Zero chill.

#indiegame #gamedev

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.