
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
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.
"You fight, you loot… and then everyone strikes a majestic T-pose. ✨"
Help us squash the bugs (or embrace them?) on Kickstarter:Â https://www.kickstarter.com/projects/1585503379/gig-crawler
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
Insert credits? Nah. Insert sword.
The real cyberpunk experience: fighting capitalism one vending machine at a time.
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).
Causing an alarm
Just implemented Y-sorting for the weapons! Now, they adjust perfectly with the player’s aim position. #gamedev
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