30 days ago

HYPERBLAST DEVLOG - modeling warships to improve level designs


Also I wanted to point out that Hyperblast won't be releasing any soon cause the project is still unfinished and burning out like ALOT.

Bear in mind, that I have college so the progress will feel be really slow



0 comments

Loading...

Next up

revamped Hyperblast's level 1 and improved lots of enemy textures so they kinda resemble like PS2 aesthetics stuff or idk (had to split screenshots cuz i am a bit lazy to do in one). Older models had just single color and was giving off template vibe

On out of 0 to 10, how would you rate this piece i improved on?

(REALLY LOUD, TUNE DOWN VOLUME) A preview of revamp done for 1-1 (still not done yet, any feedback is very welcome)

btw, this was the ball with 195K vertices that plagued framerates of my older Arcaball games from 2023 to 2024, it was remade from scratch and it only has 864 vertices

Screenshot Saturday! (21:35 of +3:00 GMT, Minsk) Alright, so I was making some improvements to my fifth finished game of my life*

[WIP] - CD-DVD cover art of my game (the picture is big, 4.96 mb)

tried out Deluxe Paint (in DOSBox), so far so good (i was attempting to create own starfields for some reason)

A post for HYPERBLAST cover art wip, the reason why I added "This Developer assures that no Generative AI was used to make this game" circular sticker is because I wanted to be more transparent about AI usage in my games. (article)

HYPERBLAST DEVLOG - proud of this one

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