![](https://m.gjcdn.net/fireside-post-image/900/31502833-7cb6ea5h-v4.webp)
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
Next up
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
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.
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
Grappling hook + timing = successful entrance
Causing an alarm
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).
Iām working on a casual arena brawler for phones. Iād love some honest feedback and thoughts on how it is looking so far! Would you be interested in testing it? šš
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.
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