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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
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
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.
We've drawn each level design idea on Photoshop and discussed it before it make into the game
Short intro of us 💕✌️
We're an eletro duo based in Seoul 🇰🇷 Heavily influenced by the 90s.
Our new album #Xennials is all about the nostalgia of that era 💽 CD listenin 📟 beeper beepin 💾 floppy disks floppin days 😎
Stream now! 🎧
https://open.spotify.com/album/3YwWhnHWVy5cA8XOpbaGRA?si=8E9awqU…
Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.
Path of Kami: The Evolution of the Lore
One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!
An infected room from the second part of Cybel ! Are you up for some cleansing?
Out of boredom and curiosity, I coded Sailor Jupiter's Argentine Backbreaker.
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