Game
Sonnergy

6 years ago

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




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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

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

We've drawn each level design idea on Photoshop and discussed it before it make into the game

Starting off with the game pre production, we planned to make the game design to work in a modular way, we planned this concept to be the basis for all of the game's assets, from scenarios to characters, animation, and even how the programming would work.

Path of Kami: The Evolution of the Lore

So here's the first of the zodiac signs i will make for the next weeks.

Strange Umbrella

A Shiny Mega Gengar 🌟 For @ManutkArt 's #ThreeColorsChallenge!

Demonstration of the spells and their effects :)!

Showing off player 2 😎

What do you think?