8 months ago

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




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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

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.

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.

Some rooms will conceal unpleasant things

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

RUS: Мы всё ещё живы...

ENG: We are still alive...

#BENDY #BATDR #SATDA #SandwichAndTheDarkAwakening

I got some feedback of the caracters looking too "cute" (or goofy was the exact word). There's some intentional goofiness for sure, but maybe the character style clashes too much with conventions of the stealth genre. I did an experimental paintover.

Dare to reach the end of the corridor?

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

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!