oh! you are definitely respecting and evolving the feel. looks promising. respect!
This level looks gorgeous. The clean bright lines and simple colour blocking work really well with the texture provided by the voxels, and I definitely do want to run down that long jetty and leap ![]()
The destructable walls are really cool as well. I think if you’re hiding things behind them there should be some kind of clue for each wall that should be targetted. Just so any completionist players don’t feel compelled to try digging through every single wall they encounter. Not that that would be be obviously ![]()
edit: I’ve just seen the latest video from last week as well. It’s looking great!
When is the first release coming out?
Thanks! Yeah, I’m definitely planning to add some clues for the secret rooms behind destructible walls - probably some particle effects and/or sound effects that indicate that there is something hidden nearby ![]()
At the moment I don’t have a release date set for the game and it’s a bit difficult to predict when it will be ready as the time I can spend working on the game varies quite a lot from week to week since I’m only working on it on my free time besides my job.
It will be another positive comment on my end, the feel looks amazing, as said by @pauldrewett the Tron-like inspiration is great.
I’m not much of a 3D player (unless it is Skyrim), but I like the way it looks!
Keep us updated.
For the past months I’ve been mainly working on the prologue level of the game which is the first level where I’ve fully integrated the quest system including real texts and cutscenes that convey the story of the game. For this I’ve defined three different stages of story presentation:
- Simple chat messages that appear on the left side of the screen, used only for small texts during which the player has full control
- Simple cutscenes that have custom camera perspectives, a larger textbox in the center and animations using predefined animations (like idle → sit → walk → shoot etc.) that are played using an AnimationPlayer
- Full cutscene for a small amount of selected scenes that have completely custom animations exported from Blender
The first level is now fully playable and around 95% done with only the final cutscene missing some things. I really enjoyed working on this one, seeing all the systems coming together to form the finished experience. Next, I will probably get back to implementing more enemy types and arrow upgrades before working on the other levels.
Here’s the new video, hope you like it ![]()
I’ve been working a lot on the user interface lately, here’s a short clip of the new level selection map in the game: