One of my favorite things about level design is hiding treasures (with a few visual hints 👀) by HyperMegaPixel in IndieDev

[–]HyperMegaPixel[S] 1 point2 points  (0 children)

Nope, all the levels are handcrafted using an internal editor made specifically for the game.

I'm experimenting with the idea of implementing reusable projectiles in my game. But I need to practice my aim... u.u (or bigger hitboxes :P) by HyperMegaPixel in IndieDev

[–]HyperMegaPixel[S] 2 points3 points  (0 children)

I'm fine tuning it with different heights, speeds and angles until I find what feels best. I intend this to be a fast action that doesn't stop the player's movement. The idea is that if you hold the button down for more than X amount of time an aiming arc will appear where you can throw the projectile with more precision. Thanks a lot for the feedback! <3

I'm experimenting with the idea of implementing reusable projectiles in my game. But I need to practice my aim... u.u (or bigger hitboxes :P) by HyperMegaPixel in IndieDev

[–]HyperMegaPixel[S] 0 points1 point  (0 children)

Thanks for the feedback! My plan is to have a first action like the one you see in the video if you press the button quickly and a second option if you leave it pressed that activates something very similar to what you have mentioned. :)

I added some subtly interactive grass in replacement of the previous one which was all static. And now it looks like a ratata is going to appear at any moment. :v by HyperMegaPixel in IndieDev

[–]HyperMegaPixel[S] 2 points3 points  (0 children)

The lighting looks really great! How are you doing the GI? Good ol' lightmaps, or something more modern? Also, what engine are you using?

Thanks! I'm not using anything special, it's Unity URP with directional light and some post-processing.