3 years ago

Castles, rituals, caves and more!

Showing off some screenshots of the level design and talking about some of the aspects of the upcoming game!

READ MORE ABOUT IT BELOW!!!⬇️

#Unity #gamedev #devlog #WIP


"Is it really that time again?":

Well, it's that time again when I come out of my monthly hiding hole and present some stuff I've been cooking up down here! It's been an interesting past two months of work on the project, such as working on lighting, animations, and levels, which I'll be addressing in this devlog!


The Playground:

Now that I've got you here, I want to talk about the levels themselves the levels in the game are designed to be fun and player first, with the player feeling like they're part of the world and not the other way around. Another aspect I wanted to do was make the levels feel atmospheric and make the player want to continue exploring the vast evil world. Speaking about the world, I can't wait for players to see the world and the events that'll happen in it as well!

reborn_-_a1-l3_-_windows_mac_linux_-_unity_202133f1_personal__dx11__8_18_2022_6_15_43_p.png

Animating The World:

While making this game, I noticed it wasn't satisfying to kill the enemies since there were no damage or death effects to be seen. This made the game feel unfinished with the enemies just popping out of existence like that, so now all enemies in the game have animations or effects tied to their deaths!

gif_rr_death.gif

"How Will You Light It?":

While using the Unity Engine, you tend to feel like the basic lighting system is just plain terrible in some cases, so with the magic that is Post Processing and 3rd party shaders, it can make a game pop and make it look polished. The main shader used was the ps1 shader I've used before when making Hollowborn. This shader, on top of the post-processing effects, can make the game look impressively good and give it that low poly effect and give the environments the atmosphere I've wanted from the beginning!

gif_rr_lighting.gif

"Okay, That's All The Time I've Got":

To everyone who made it this far, thank you! I've been trying to make this devlog for about 2 weeks now, but haven't found too many things to talk about without making it sound like a snooze fest or just not having enough of the feature or aspect developed to be showcased, hopefully here soon I'll get it all together and be able to release a devlog a month or something who knows at this point.

But for all it's worth, thank you for reading the devlog, and if you have suggestions be sure to comment below!



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