I also made a seamless world space shader so you don't get those nasty intersections between objects it all just blends together (most of the time), bricks and sunshine are place holder as per usual
Here's some notes on how I'm approaching the level design:
- Doors are gated by collectable counts i.e. you need ‘x’ coins to open ‘y’ door
- Each level is comprised of 4 parts each more difficult than the last
- The second half introduces a second mechanic, the 4th part combines the former and latter mechanics
- At the end of the hardest section is a map unveiling the location of all collectables and shortcuts
- This will help you find enough collectables to access the main treasure room of the level which always has a new ability
- Shortcuts are given to the player at the end of every 1st and 2nd section, every 3rd section it is hidden and has a complimentary save point, there are no shortcuts in the 4th section it is brutal
- You use the new ability to escape the treasure room and access the next level
- The final level compounds all learned abilities i.e 3rd Floor requires you to duck, sprint and jump in order to traverse and survive
- After you retrieve your first weapon you must make your way back down now with enemies, prepare to die
Ironically I've got tons of mechanics and this only has a few, I was initially worried there wouldn't be enough mechanics to match content but it's the other way round now xD
Finally an update on visual language for elementals, learned what types of things require lots of fx to make look unique and decent and which ones can get away with just PBR textures, there's another 4 in the works
Really love seeing the progress on this, the videos are fantastic. Love that you're seemingly having fun with it, know how rough game dev can be. Cannot wait to play this game honestly, looking like it'll be an absolute blast!
recently went back to an old deviant art account and cleared it out to upload gifs, I stopped making gifs a while ago because tumblr had v strict limits making them an absolute pain to make but deviant art is easier to upload to so here we go
Posts
Volumetrics
Here's some notes on how I'm approaching the level design:
Ironically I've got tons of mechanics and this only has a few, I was initially worried there wouldn't be enough mechanics to match content but it's the other way round now xD
Updates! Mostly level design and UI
If you want to see it with sound go to my twitter
Got more on imgur this time https://imgur.com/gallery/1EOJFB8
My Portfolio Site
Got a start on a material it could use
Honestly though, can't wait to give this a run, looks really fun.
My Portfolio Site
video of footprint deformation
https://twitter.com/LegacyGameDev/status/1310393495723540482?s=20
video of flowmap lookdev for sand elementals
https://twitter.com/LegacyGameDev/status/1310391372881342469?s=20
video of vector field R&D for real time sand, can't wait to get to skeletal mesh implementation and niagara
https://twitter.com/LegacyGameDev/status/1310366263131033600?s=20
video of material based world space deformation for burrowing/digging
https://twitter.com/LegacyGameDev/status/1310391423930232832?s=20
see it move here: https://twitter.com/LegacyGameDev/status/1315723307073765376