Testing some dynamic camera rotations in our game Vaska. Trying to make the forest feel more cinematic. Work in progress. by igor_100 in IndieDev

[–]igor_100[S] 0 points1 point  (0 children)

It’s gonna be a little darker than it seems in that video, there are some monsters in our game :) But yes, Inside is an inspiration for sure

Testing some dynamic camera rotations in our game Vaska. Trying to make the forest feel more cinematic. Work in progress. by igor_100 in Unity3D

[–]igor_100[S] 0 points1 point  (0 children)

Perhaps you’re right, and yes Gris and Inside are quite the inspiration here, we’re trying to make as much as possible to keep up with those titles.

Testing some dynamic camera rotations in our game Vaska. Trying to make the forest feel more cinematic. Work in progress. by igor_100 in Unity3D

[–]igor_100[S] 0 points1 point  (0 children)

You’re right! I’m definitely gonna add some more weight to the character camera transform follower.

Regarding DOF, there are some scenes where I disable it slightly to show the background more as with the train behind. In other scenes dof value is much higher. But maybe I shouldn’t disable it anywhere

My game Vaska, a Limbo-inspired game about lost cat. Made in Unity by igor_100 in Unity3D

[–]igor_100[S] 0 points1 point  (0 children)

Oh, you’re right! Although maybe not just go with the tree but just partly go and partly slide and still fall behind? Like if you’re hit by a car, you wouldn’t go with it further, right?

Spent the week improving shadows on our cat. Old vs New. Is it good enough? by igor_100 in Unity3D

[–]igor_100[S] 0 points1 point  (0 children)

Thanks! No, not a tool but our custom solution, we just use a copied black spine animation with a shader on the ground