For those wondering why the lack of updates, I have been very busy with both my job and this hobby project.
I have made an incredible amount of progress with the game.
There is a certain milestone I want to reach before showing more clips.
Please look forward to seeing more.
@stickinthecrate There are lots of new changes in my life that I'm getting used to. I have made a lot of progress since my last post tho. Look forward to seeing them in future updates π
@Phil_Wiskered The game is heavily inspired by 3D Zelda and Mario games. I want to implement some of the more unique mechanics before revealing it's title and main draw. Stay tuned!
@sudevmulloor Going up steep terrain will be a bit tougher but rolling down hills will be speedier. Using roll momentum in a clever way can help you navigate all sorts of terrain. I want to polish some animations before fully showing the depths of the roll mechanic
@Fizout Thank you π I would say half creative flow and half concrete vision. I want the game to be partially a Zelda and Mario parody while also having it's own identity. More will be revealed as I progress with development!
@nick_baguette Tysm π Yes billboards but not flipbooks, I tend to avoid those. Scrolling cloud/mist + density mask texture combined in shader. Allows for different wind directions and frame rate independent
@animationbiz Unlit Blender shaders and URP Shadergraph are fairly similar. I open empty sandbox projects in Blender and experiment with combinations of shader + simple meshes with baked data such as vertex colors. If I like it, I export the mesh to Unity and recreate the shader in Shadergraph
@AviusL Want to meet a certain threshold in development before putting up a page. I'll let everyone know when I get there! Tysm for showing interest π
@pnevmocapsula Thx π My own shaders that I make using shadergraph. Using scrolling cloud texture + perlin noise for base shape. Calculating direction for highlights was one of the trickier things but really sells the final effect.