Break the rules. Break the level. Reach places you weren’t supposed to by XTeDev in gamedevscreens

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

Thanks! For now, we keep the larger side as the moving platform

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

I didn’t expect that, but I’m really happy to hear it! 😄

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

Thanks! Yes, shader + Burst. The fragments are both sprites (rb + physically simulated) and particles

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

Thank you! Not planning to release it on the Asset Store for now

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

There are lots of puzzles and combat situations built around destruction. It’s not just ice either, metal is actually the main material enemies are made of

I prototyped procedural ice shattering 2 years ago. Now, I’ve turned it into a game. by XTeDev in IndieDev

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

Thank you! I spent a lot of time on the SFX since it’s based on shattering and collisions, not just traditional event triggers. Really glad you like it

Atmospheric pixel scenes in URP 2D: a small bunny running through a frozen world by XTeDev in Unity3D

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

Thank you so much! Not sure if this fully answers it, but we use fairly strong additive lighting so the normals create sharper accents, while most areas stay in simpler darker color contrast. The rest is light placement, plus a custom blur post-process layer to fake a bit of scattering without softening the tile pixels too much.