So I dropped the standard shader with unity along with its GI and the game now runs 4x faster, and I may remove the smoothing for the looking around since it may make the game seem laggy on slower devices. Also took some of the feedback I got and fixed a few things that I could within the time I had thusfar. More updates and new content to come. Please let me know how the game was for you, and what you want to see either added or fixed to the game.
Next up
Been making mods for #Bonelab lately, feel free to check out my various avatars and such https://mod.io/g/bonelab/u/stevenhehimhis
Just for fun I'm making a free first-person interaction toolkit, basically a walking sim template for 03DE and I need some feedback on what mechanics you'd expect in a package like this. What do you think I'm missing or should add?
Gonna be showing off Payment, my AR thing I made recently live at the Micro Beaf this Thursday in addition to a lil' interview. If you want to check out some cool animations visit the www.youtube.com/@beaf_fest Youtube channel for more info.
Just released an open source first person interaction toolkit. If you want to make your own walking sim adventure game, this is a great place to start! https://github.com/stevenharmongames/O3DE-FirstPersonInteraction…
Making my own virtual art installation, but first need a venue
Any indie devs in Taiwan who didn't get to make it to the games showcase in Yuanshan this past weekend? I'm here for another three weeks.
Doing some bedroom virtual production for my upcoming project Zotto
Made a DIY mocap solution using Sony Mocopi + Meta Quest Movement SDK. Any thoughts?
New thing out, check it out if you'd like :3
I'll be at DU Arcade this Saturday the 27th. If you're in Colorado, come on down to this free event full of awesome indie games from a bunch of cool folks.
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