Here comes our relaxing new iOS game! ✨
#MIDORI tells the story of priest Yoshida, who leaves home to bring back hope to the people of Kyoto. Travel through dark forests to invite the Kami-sama to his shrine.
To celebrate, we will raffle 5 Promo Codes between your RTs 💛
Okay everyone, it's time. Polish your favorite piece of lacquerware and stay tuned as an extraordinarily stylish and challenging game is coming out on iOS soon!
We put in a lot of love and effort to bring you #MIDORI, the sequel to SHI•RO. #gamedev#indiedev
@reiseirakuka@adamgryu Totally agree. And it's super interesting to construct a narrative by using objects more than dialogue. What is it? How was it altered? In what contexts has it been?
First glimpse into our narrative thriller
🔥🌊🛢️PARADIGM SHELL 🛢️🌊🔥
set on an abandoned oil rig ...
⚠️ we are currently looking for a Publisher
📢 RTs super appreciated
#pitchyagame
First glimpse into our narrative thriller
🔥🌊🛢️PARADIGM SHELL 🛢️🌊🔥
set on an abandoned oil rig ...
⚠️ we are currently looking for a Publisher
📢 RTs super appreciated
#pitchyagame
On your way down the rabbit hole of melting architectures you will also have to repair old machinery and understand DIY constructions made by the activist crew. 🧰✨
#CosmicHorror#indiedev
LETTERS is OUT NOW on #Steam, itchio and the #Nintendo eShop!
Steam: https://t.co/g2BJtCe2Zb
Nintendo eShop: https://t.co/hCci7aD6OO
itchio: https://t.co/zXXA7YXmtF
Get ready for a cute, cozy adventure with lots of smart word puzzles, silly characters and painful puns🧡
In our upcoming game we combine outlines from multiple sources: world depth (red), world normals (green) and the normal map (blue). They make up a mask that shows the brighter colors of the albedo map, creating a subtle effect.
#gamedev#shader
@NedMakesGames Okay, brightness is simply related to the Camera distance, which makes sense. But the color banding is still more visible in the Game View for some reason.
@NedMakesGames Thanks again! By the way, any clue why the depth pass would look smoother (and brighter) in the Scene View than the Game View? This is using your CalculateDepthNormal custom node. (Unity 2021.1)
Additionally, the normal map (blue) is only visible in the flat shaded shadows, acting as a stylized ambient occlusion. Providing visual detail through outlines helps us create our unique game aesthetic and makes the environment more readable while playing.