
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
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
Action Minis | Recruit character for #gamedev
(https://sketchfab.com/joaobaltieri/collections/action-minis-15f0โฆ)
๐More infos, assets and exclusive content:ย http://joaobaltieri.com/๐
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.
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.











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