1 year ago

Thanks for showing your support y'all!




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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

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

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.

Grappling hook + timing = successful entrance

Dare to reach the end of the corridor?

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

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.

Causing an alarm

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.

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

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).