A scene with multiple skies.
It's not revolutionary, but it's pleasant to look at.
New editor feature to speed up level creation! š ļø
Digging through the file hierarchy for specific props was too slow.
So, I added the ability to open a "Zoo" level side-by-side and just drag & drop ready-to-use props into the main scene. šļø
#gamedev #indiedev #leveleditor
After the walls, it's time to create doors to enter the rooms with style and music.
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A good FPS needs good movement.
Reworked the first-person controller to make crouching and crouch jumping feel much smoother.
Oh, and I also added fully working ladders and wall climbing! šŖš§
#gamedev #indiedev #gameplay #fps
I wanted to recreate a scene inspired by the atmosphere of the game Portal.
So I imported meshes, reworked the glass shader and created a simple fake portal effect using cubemap reflection.
I'm pretty happy with the result.
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After the water shader,
I'm returning to the glass rendering and shattering š„.
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To make an FPS feel alive, it needs more than just shooting enemies. It needs interactivity. š®
So I'm adding functional props to the world. āØ
Started with the classics: doors, a vending machine, a water dispenser, a light and a flare.
#gamedev #indiedev #fps #gameplay
I was inspired by the recent posts on Crimson Desert, so I added support for Parallax Occlusion Mapping to my engine this weekend.
#gamedev #indiedev #CrimsonDesert #gameengine
Making the entry level of my game in my game engine.
What do you think ?
I also create variations using the engine's built-in color grading to obtain different moods.
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Steam Deck optimization week: From 30 FPS to 60 FPS! š
⢠Quantized vertex buffers & GBuffer to reduce bandwidth
⢠Stopped rendering everything twice (stupid bug) š¤¦
I still have work to do, but it's a solid start.
(And yes, that's a HL2 zombie š§)
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