Hopefully we'll have many more development adventures to come.
Hopefully we'll have many more development adventures to come.
From that render I also pull the real-time normals from the character and use that for the 2D lights shading.
Not advisable for your first 3D project? 😅
From that render I also pull the real-time normals from the character and use that for the 2D lights shading.
Not advisable for your first 3D project? 😅
Doing 3D in a 2D world presented some sorting issues. Also 3D models don't work with unity's 2D lights, which we were using with sprite normal maps for directional shading.
Doing 3D in a 2D world presented some sorting issues. Also 3D models don't work with unity's 2D lights, which we were using with sprite normal maps for directional shading.
Character animations rendered out to sprites, for 8 directions (although we just did 5 and flipped horizontally).
Being a '2D studio' this is what we were most comfortable with, but it'd be a massive asset headache to deal with and not very sustainable.
Character animations rendered out to sprites, for 8 directions (although we just did 5 and flipped horizontally).
Being a '2D studio' this is what we were most comfortable with, but it'd be a massive asset headache to deal with and not very sustainable.
To quiet the internal screaming of "OMGITSNOTREADYTHEBUGSTHEBUGS!!" I've been looking back at the progress of development. Here's the first video of a playable prototype I have saved, from Oct '23.
A lot has changed but the core is there
To quiet the internal screaming of "OMGITSNOTREADYTHEBUGSTHEBUGS!!" I've been looking back at the progress of development. Here's the first video of a playable prototype I have saved, from Oct '23.
A lot has changed but the core is there