2 months 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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Causing an alarm

Dare to reach the end of the corridor?

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

Grappling hook + timing = successful entrance

Art from the next upcoming demo

'Sweeping the deck' with stealth...

Steam page: https://t.co/VpjYzqyhHH

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.

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

After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.

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