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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Dare to reach the end of the corridor?

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

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).

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

Every biome has its own rules. Its own mood. Its own way to kill you!

#gamedev #screenshotsaturday

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

Gameplay of level 4, again, but this time with the new skill.

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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.

Thanks for showing your support y'all!

Every door is a choice. Most of them are wrong.

#horrorgame #indiedev

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.