3D stealth platformer prototype in development of which I'm posting daily updates about.
Finally wrapping things up into a playable demo that you can try out.
Having my classmates test the prototype while trying not to interfere every other millisecond and end up with a lot of great feedback. Sharing thoughts...
Still putting minor things into place, testing out a build and baking lighting.
Bringing in the last messages and continuing to work on little things all around the level.
Adding some gold crates and doing small bits here and there preparing for playtesting.
Continuing work on the final objective and some fixes.
Creating an enemy variation, figuring out Chip's helpful messages for every objective and modifying the last addition to the blockout.
Adding functionality for the last objective and some dynamic platforming elements.
Creating a satellite phone to receive intel from Chip the sniper and making it possible to scroll the message history.
Updating the UI because I noticed it was a bit unclear on what the next major objective would be.
I really don't know what to call these sequences where the sniper is giving the next objective. The camera control is taken but you can still move your...
Working on the blockout and adding the first dynamic element of the level.
Adding fall damage, clouds and fixing gameplay breaking bugs.
Fixing bugs, making weapon hit particles the right color and trying to add more weight to the character by adding landing effects.
Adding a settings menu for adjusting the camera settings and putting finishing touches on the objectives UI.
Adding helpful UI showing the active objective, hopefully preventing players from getting lost.
Creating a display for the weapons to enable purchasing, later they will be placed in a shop I just don't know where that will be yet.
Giving our guy a sniper accomplice who does surveillance from the shadows and guides you towards your goal with a laser.
Making checkpoints satisfying to reach, some platforming and fixing movement bugs that are starting to drive me crazy.
Implementing a system for managing checkpoints, spawning to them and saving the progress to memory.
The level is starting to look pretty decent, so I began spicing it up a little bit.
Splitting the day for blocking out and some necessary gameplay elements.
Throwing some gameplay elements and buildings in to see how they would work with each other.
Blocking out more of the level, testing the blockout and rethinking scale.
Blocking out the beginning of the level, seeing the possible scale of things.
Finishing up work on the main character animations, for now at least.
Starting out the level design progress by mapping level elements and working on a flow figure
Trying to get the animations to a point where I can finally move onto the level design.
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