Game
Don't Fall Through
8 months ago

UPDATES:


MAP GENERATION:

Won't be the same as it was. Instead, I decided to make it less randomized and have actual rooms that generate, but there will still be missing walls to give the feeling that something isn't exactly right.


GRAPHICS:

I made the atmosphere have a yellow tint, inspired by Kane Pixel's backrooms.



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Actual blueprint hell. This is all for footsteps and I am simplifying it based on the original code so I don't have to use multiple functions for this. Of course, it doesn't look "Simplified" though. I am also using Metasounds now instead of Sound Cues.

It's a feature, not a bug.

I don't think that counts as walking.

INVENTORY TEST HUD:

PS: Sorry for lag mid video

New Inventory background

Third Floor recreation using brush tool.

So, I have completely optimized the players skeleton. TinyBuild and DynamicPixels did a horrible job (sorry) on the skeletons for each mesh, which they fixed in HN2 since it uses the default UE4 skeleton instead of a custom one.

There is some really hardcore processing power going into this, my brain and computer are both suffering.

Cut chase music added in. I made sure to crop it in Audacity so it loops perfectly.

PS: Sorry if it's loud