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Random Mechanic: I recreated 4D geometry slicing (into 3D shapes). Completely procedural. This is similar to what those trendy "4D" game devlogs on YouTube do. I also created an editor tool to design 4D shapes, so I could easily make a game out of this!
Very glad I spent almost a full week on this lighting system! Testing some underwater ambience. I really want dark places in this game to feel dark. The vistas you can make with this are absolutely insane.
It's here! The largest update yet. Includes 8 ball pool, fishing, a sandbox mode, and a hard mode! (+ Many fixes and QOL) Patch notes below.
In the new mode you can find an updated variant of the desert levels! Thick sandstorms, howling winds, fog, limited visibility. Can you make it to the goal safely?
Seeing a sunrise in your own game kinda just hits different. I have a soft spot for procedural skyboxes <3 #Voxel #VoxelGame #Unity #3D
My voxel game now has volumetric fog/lighting! Also new lighting systems to make caves a little less garbage. They're pretty spooky now. It's so pretty! #Volumetrics #Gamedev #Unity #Voxel #Lighting
I'm experimenting with some demos, I recently ported some Acceleroll code to Unity 6, Also gave me a chance to give it a bit of a glow up (just for fun, may not keep it)
NOTE: Does not actually support RTX
New menu, this one isn't claustrophobic and is organized kinda (top: main modes middle: minigames bottom: extras) some of which you can only unlock during gameplay. Also added videos for the two modes! Release hopefully soon!
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