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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
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
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
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.
"Thanks guys for endless hours of fun." 👍
(My first fan art. Read the article, please.)
Runestones: from concept to in-game model🗿
What you all think
The Darkside Detective: A Fumble in the Dark is out TODAY! 🖱️Advanced pointing, clicking action 🖨️Very funny words! Loads of them! 👻6 sarcastic, spectral cases to solve
Rockin the Guitar, an Axe like Guitar I made for my Uni project
I worked so hard to get all four of them to the end safely, but then...
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