Loading...
23
2 years ago

I've recently done a bunch of landscaping work on the third mission of the game. I tried to get the barren terrain type to look close to the dwarf birch dominated highlands in northern Norway. Music by https://olliojamusic.com




2 comments

Loading...

Next up

Dare to reach the end of the corridor?

Steam: https://bit.ly/3QgMCYA

I tried a hood on the character. I don't know what I'll do yet but I'm mostly leaning towards the original look.

When the character falls on a very slanted surface, it switches to fall with physics. I had this before too, but yesterday did some big improvements on how it looks (adding its own animation and adjusting the transitions, physics collider and camera).

Final look at the bedroom environment. I think the vibe is finally where it needs to be! Any suggestions before I move on? #gamedev #horror

Since the game's EA launch half a year, I've been focusing a lot on optimization. I made a post describing some methods I've used and showing the progress I've made: https://gustofwindgame.com/blog/?p=184

#UnderwaterDiving 1.0.9 BUILD 22

You are an underwater diver surrounded by aggressive fish and minefields

USP: Energy <=> Life + Stamina + Oxygen

Watch 30s of #Gameplay 20260211

Available on #Steam:

https://store.steampowered.com/app/2178190/Underwater_Diving/

Physics based hand operated crane that can be used to open gratings. I've been working to get this to work more reliably. Still a bit janky but getting there.

Grappling hook + timing = successful entrance

Animation Character - Action Simulate Walk Part02. GameAnim. #b3d, #blender, #unity, #game, #dead, #simulation, #key, #keyframe, #actiondead, #keyAnim, #character, #player, #rig, #armature, #rigify.

Made a rain cylinder effect (reducing the need for particles), and a tutorial explaining the process in broad terms (Unity, HDRP): https://t.co/XqnHulTzHj