Just ahead of #PAXAUS, we've released the Steam store page for #Snowmercy! The game itself is still a ways away, but adding the game to your steam wishlist is still a big help to us! Plus, you'll know be notified immediately once the game released!
https://t.co/WAdEajRLdc
This is by far the hardest segment that can appear in #Destructonaut I feel. Harder even than the triple fan. It only appears after you've gone a certain distance, and even then it's rare. Every time the door opens and I see it, I know I'm about to die. #ScreenshotSaturday
As part of a tune up I've been working on for the PC re-release of #Destructonaut, I've redone the intro sequence to include particles, a destructible reactor, and some shader tweaks. This is the old Intro.
#ScreenshotSaturday
I'm working on a new trailer for #Destructonaut, and looking through some game play footage I've recorded, when I find this. I don't think I'm going to include it in the trailer.
🎄Happy Christmas🎄 to everyone out there from Smashbyte Games!
2020's been a very challenging year for us, but a lots still been happening! We'll be talking all about it in a series of posts just as soon as I get myself organised enough to make that happen!
Stay safe everyone!
Snow Mercy will be showing online next week at Pizza & Pixels, Canberra's game dev meetup. You'll need to be a member of the CanDev Discord to attend, so if you haven't already joined, and you're in the Canberra area (Physically or in spirit!) don't delay: https://t.co/akcDDYf8eE
I've added some weapon->ice block interaction physics, meaning that when you shoot them, they'll respond by rolling around. Now you can show those ice blocks who's in charge! #SnowMercy#IndieDev#MadeWithUnity#thatllLearnThem
Small things like wind can go a long way to making a level feel alive. Here I've added it to some flowers. I still need to add some per-flower directional variation which I plan to make a function of the flowers rotation. #SnowMercy#MadeWithUnity#IndieDev#Whoosh
When you need more control over your batching over what the Static flag can provide, we have StaticBatchingUtility.Combine(), but be careful! Unlike using the static flag, this method wont work unless the mesh has read/write enabled on the model's import settings! #UnityTips