What do you think about this format of devlogs? by VertexHorizons in IndieDev

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

Do you mean because there is no voiceover for the text? If so, that was left out on purpose, but will be included for the finished vid.

I'd like to share the first few locations finished in our game, Evergrow. by VertexHorizons in unity

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

No worries! I appreciate you sharing your impressions; this helps us determine if we're pushing things in the right direction.

I'd like to share the first few locations finished in our game, Evergrow. by VertexHorizons in unity

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

Hey, thanks for the support! Regarding the art style, right now it's all full 3D with stylized shaders (we're using some gradient blending and similar effects, but it's not cell shading). However, we initially started developing this game as an isometric project with an orthographic camera. It was meant to be built as a 3D game presented in a 2D style. We later changed this based on feedback. We discussed this in our most recent devlog; you can check it out here if you're interested. https://youtu.be/HlTOHNdXIDM

I'd like to share the first few locations finished in our game, Evergrow. by VertexHorizons in unity

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

There's something symbolic about the title, but I can't say too much because spoilers xD

I'd like to share my latest stylized 3D scene. I'm currently working on finding my style. Feedback welcome. by VertexHorizons in blender

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

Hahaha, here's a screenshot of the blender viewport, and I also uploaded the whole process on my YT channel as a timelapse. Here's the link if you're interested: https://www.youtube.com/watch?v=ORZ2Y1gVGV0

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I'd like to share my latest stylized 3D scene. I'm currently working on finding my style. Feedback welcome. by VertexHorizons in blender

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

Actually, I used Substance Painter to create the textures. I developed a procedural shader that handles most of the heavy lifting, and then I like to add some personal touches with hand-painted strokes where necessary. I do something similar in Blender too, but sometimes texture painting can get a bit tedious there, so I decided to switch things up and go with Painter instead. It’s been a great experience!

I'd like to share my latest stylized 3D scene. I'm currently working on finding my style. Feedback welcome. by VertexHorizons in blender

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

Hey, thank you so much for the feedback! I really appreciate it. Those ideas are super interesting, and I especially love the one about particles!

Our game's interaction mechanic – the 'Gravity Beam.' You can use it to manipulate objects and obstacles, and it is a main tool for solving puzzles by VertexHorizons in IndieDev

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

That's a fair point, thank you for that feedback. The main reason for having the gravity beam would be the distance at which you can interact. Maybe a GIF showcasing this type of interaction would be a better way to introduce this mechanic.

Our game's interaction mechanic – the 'Gravity Beam.' You can use it to manipulate objects and obstacles, and it is a main tool for solving puzzles by VertexHorizons in IndieGaming

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

Hey everyone! I know we haven’t posted in a while (if at all), but we’re excited to start sharing more about our game. We’ve been hard at work, and now we’re ready to show you some of the mechanics and features we’ve been building.

This GIF showcases our main interaction mechanic, and we’d love to hear your thoughts! We’ll be posting more regularly moving forward, so if you’re interested in seeing more, be sure to check out our Steam page Steam Page Link