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For the VFX on Sonnergy we've followed some techniques taken from League of Legends VFX Guide, like giving the players an apropriated hitbox feedback simply by drawing range lines on each VFX
Hey everyone, thanks for playing Sonnergy! We're here to breakdown into Sonnergy's development process, what difficulties we've encountered and what decisions we've made to deal with it
We've drawn each level design idea on Photoshop and discussed it before it make into the game
Sonnergy's rooms are composed of tiles combined which creates prefab rooms, each one with its own level desing and dificulty rank, we feed this information to the procedural system later to adjust the room % of spawning itself based on its rank
Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower π», so do we improvise with this post you're reading. π
What's coming out of your own improvs? π€
#Pecaminosa | #IndieDev | #OST | #Jazz
Smile! Here, take some happy pills! β¨π #Blender #3DModelling #3DArt Buy me a Ko-fi: https://ko-fi.com/barbarafb_
Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so hereβs a guy playing the sax for some reason.
Another house i made long time ago.
What you all think
Sometimes the suction cup get sticky. Small animation I made in Blender after doing my tutorial on picking up/dropping objects in animations. Crate model by jQueary (https://sketchfab.com/3d-models/game-ready-sci-fi-crate-d98deca6β¦).
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