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23
11 months 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




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Dare to reach the end of the corridor?

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

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).

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

Some rooms will conceal unpleasant things

Grappling hook + timing = successful entrance

RUS: Мы всё ещё живы...

ENG: We are still alive...

#BENDY #BATDR #SATDA #SandwichAndTheDarkAwakening

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

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.

Zombies now track the player no matter where they go, and stop moving upon collision! Slowly shaping up the survival vibes. #Gamedev #Indiedev

Thanks for showing your support y'all!