Next up
I think he misses his family lol.
Sorry for the lack of progress and posting, I hope that you guys can be a bit understanding, since I am still learning Unity and I am a solo-dev that makes it a bit harder. But, slowly but surely progress is being made!
Devlog - Procedural Level Generation (Rooms, Doorways, and Corridors) (Check comments for full description)
I recreated the Paddle from the Monstrum Pre-Alpha versions.
I finally have some stuff ready to show for the V0.5.X version in video. There is still a long way to go with it, with rooms, room layouts, the lower decks, cargohold generation, the hunters AI, etc.
🎄 Devlog - Procedural Level Generation (Grid-Based Rooms & Doorways) (Check Comments for full description)
Just massively improved the fire, before it looked pretty bad and did not do much besides that. Now it looks a lot better, actually spreads properly, and kills the player too.
Tested the Hunter AI, it is still in early development though, and has some issues.
I am recreating the 'milestones' from team junkfish for fun. I just remade the map in their video "Project Maize : Playing around with effects 01"
I tried to recreate the original doorway and deck balcony models to the best of my ability as well.
I have made some pretty good progress the past month, I have redone some textures like the wood deck, and I have bug fixed/improved a ton of things so I will be getting a few people to test it for me to see what they find and possibly a release soon!
While making the Hunter AI, I came across something that I thought was pretty cool. I am not sure if this is used in the game or not, but it seems that when this animation plays, the Hunter immediately kills the player using its hand like a weapon.










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