News

Optimization

Enemy movement: The way I set up the colliders on the enemies and the way I was handling movement was draining a lot of processing. It would pretty much kill my fps with more than 30 enemies. I have optimized the way it moves and … Continue readingOptimization

Road to Steam pt.1

Yeah… You can say it has been a rough couple of weeks.   Oddly enough, none of my problems came from Steam! It’s just that… Well, I suck at programming you see… But anyway, It all began with Steamworks  Paid the submission fee and tax … Continue readingRoad to Steam pt.1

Combat systems

  First of the many gameplay videos for Neon Valley: Revenge. With this, I wanted to showcase the combat mechanics. But there is more than what the video shows. There are six item types that can be taken on the battlefield. These are meant to … Continue readingCombat systems

Accidental art pt.3

After playing the heck out of Hyperlight Drifter. I was inspired by the feeling of living technology. So I made these pulsating prisms, the lights pulse on and off with a steady rhythm. It contrasts nicely with the thunder ripping away in the background.   … Continue readingAccidental art pt.3

Movement systems

MOVEMENT   Basic directional movement Fast movement, very snappy. Great for evasive maneuvers. Sprinting Very fast forward movement but limited directional speed. Constantly drains stamina and unable to fire whilst in sprint. Jumping The standard jump… This animation needs to be reworked too. *Adds to … Continue readingMovement systems