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33
Game
Voidstone
2 years ago

Refactoring some code, trying some new UI elements and adding some new features. Still working on developing a new visual style.




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After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.

Okay, I mean it this time; I'm gonna see this one through...

Wanted to make something my kids can play that isn't all about killing something else. This section will have the player following a wisp through a foggy marsh

Finished the first 3D art pass, finally. I wasn't really happy with the outline at this point, so I've shelved that for now. The lasers at the end are my favorite part right now

Spoiler Alert! Viewer advice: But watch it anyways ;)) A lot has changed in Bilby so this is another teaser, follow and like for more!

#devlog #rpg #indiegame #trailer

Working on the mech selection in the main menu. One of these will be in the final game.

We redesigned the corruption effect for map objects and enemies. The old light blue look didn't feel threatening enough, so we shifted to a deep crimson glow. 

🎮 Wishlist Champion of Lore on

Steam: https://store.steampowered.com/app/4046650/Champion_of_Lore/

#indiegame #indiedev #gaming

Voidstone now includes highly advanced QoL features, like a pause menu!

I hope you guessed Ham Sandwich.

Explosion Vfx Final Form 🔥🔥🔥

Whishlist Fast Food wras on steam :)

https://store.steampowered.com/app/4211490/Fast_Food_Wars/

I'm thinking that I need to change the art style for this project to something which I can produce and iterate on faster. Which of these two styles for the mech do you like more? Modeled/Rendered in Blender.