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

Thanks for showing your support y'all!

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.

We're building out a mysterious world for our game Usual June. We can't help but wonder...what's going on in that crevice and how deep does it go? What do you think?

👻 Wishlist Usual June on Steam! https://store.steampowered.com/app/2702430/Usual_June/

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

WE ARE FEATURED IN FORTNITE!!

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).

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.

Many players say Cult of Blood feels close to Sifu and Hellblade, do you agree?

#indiegame #gamedev #indie

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