Game
Sonnergy



6 years ago

Starting off with the game pre production, we planned to make the game design to work in a modular way, we planned this concept to be the basis for all of the game's assets, from scenarios to characters, animation, and even how the programming would work.




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Sonnergy's rooms are composed of tiles combined which creates prefab rooms, each one with its own level desing and dificulty rank, we feed this information to the procedural system later to adjust the room % of spawning itself based on its rank

Hey everyone, thanks for playing Sonnergy! We're here to breakdown into Sonnergy's development process, what difficulties we've encountered and what decisions we've made to deal with it

For the VFX on Sonnergy we've followed some techniques taken from League of Legends VFX Guide, like giving the players an apropriated hitbox feedback simply by drawing range lines on each VFX

We've drawn each level design idea on Photoshop and discussed it before it make into the game

Bandana Dee the Dream Friend

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Shoobies leave a sticky trail of mucus in their wake, which can impede movement for any creature that steps in it.

Heya! I wanted to show some gameplay progress i made so far. I hope you like it ^^

Just a Pico sprite