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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
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.
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
Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂
What's coming out of your own improvs? 🤔
#Pecaminosa | #IndieDev | #OST | #Jazz
Fan art for Foolish I'm feeling kinda better so I drew this
Heya there! I really wanted to show you all a little gameplay preview of the first boss fight i'm currently working on i hope you like it ^^
I was bored, so... ManutKat.
The whole squad is here!
Interested? Follow me!
Showing off player 2 😎
What do you think?
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