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A potential publisher said the game's artwork would look better if i zoomed out the camera of the topdown view. I concluded that he was right so now I am using 14 pixels per Unit instead of 16 on the Pixel Perfect Cinemachine Camera on Unity.
Been working on the turn based battle screen. I'm still deciding which info I want to display on the stats box of the entities that are fighting.
You can wishlist it at https://store.steampowered.com/app/2354580/Spaceman_Memories/
I have been tinkering with camera and editing settings to recreate the Octopath Traveler camera style. Finding the right focus for the player was tough. It took many attempts.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Ive been working around with different types of daylights and modeling new structures in Crocotile3D. This is a bit of walking around recent models I added. Will be sharing more about this models in the next few days.
Thanks to @TeamHalfBeard , it is Time to Morp.
Begin to Morp in your quest log and then Morp more here: https://bit.ly/time2morp
Before and After | Spaceman Memories
This is a year of learning and building with Unreal Engine 5 after switching to it from Unity. It has been an overwhelming but rewarding and fun process.
I've been working on implementing a water environment in which the player could walk. The code I am using is very similar to the one I am using for the tall grass. Also the SFX is a recording of water with a 16 bit downshift bitcrusher on Logic Pro X.
Coming back to Game Jolt after a while...
So I've transitioned Spaceman Memories into a 3D pixel art game and I'm making it with #UnrealEngine. Anyways, I'm having lots of fun with it, this is the character controller I build using PaperZD.
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