March 29th: The first day of Royal Royale
2026 vs 2025
am i early? perhaps. i dont really care though, anything for an excuse to draw this group of losers again (affectionate)
also sorry gilbert i replaced you for someone actually on green team
seen from China

seen from Russia

seen from United States
seen from Netherlands
seen from United States
seen from Israel

seen from United States
seen from United States

seen from United States

seen from Switzerland
seen from United States
seen from Switzerland

seen from Switzerland
seen from China
seen from Switzerland
seen from United States
seen from Switzerland

seen from United States

seen from Algeria

seen from United States
March 29th: The first day of Royal Royale
2026 vs 2025
am i early? perhaps. i dont really care though, anything for an excuse to draw this group of losers again (affectionate)
also sorry gilbert i replaced you for someone actually on green team
Greenland 2: Migration (2026)
Directed by Ric Roman Waugh
Cinematography by Martin Ahlgren
Before updating the cameras... 😩
After updating the cameras ✨
cinemachine levelling up their unarmed combat
No matter where Squirrely Roo goes or how tight a squeeze it may be, our new Cinemachine camera system dynamically captures our 2.5D perspective to keep the visuals from falling a little flat! 😜🎥🐰
Been messing with Cinemachine to see how well it works as a replacement for my game cameras. As practice I tried to recreate the typical flight sim cameras. This kind of camera set up is something I want to have to Tiny Combat, and it's much easier to experiment with this stuff in a much simpler space.
F1: Player camera. This is where you play the game from.
F2: Ship camera. Simple orbit camera to look at stuff. Cycles between all ships in the area.
F3: Free camera. Fly around the area and just look at stuff.
Important to note as well was making sure Cinemachine still worked while paused. Thankfully there's an option you can check to do it. Honestly though I'm a bit disappointed with Cinemachine in terms of game cameras. The scripting API is extremely prohibitive and it's basically designed to be used a very specific way.
It's not as flexible as I'd like, but it can be used as a general purpose camera manager instead of having to write your own. Even using only the Virtual Cameras affords you a built in camera manager similar to how Unreal Engine has, which is definitely not nothing.
Free-Look Camera & Cinematic Moments
With the release fast approaching, we’re trying to put the finishing touches on the experience of Tori. By adding a free-look camera, we hope to give players more control over what they see! “I spy something... RED!” :D
We’re also adding cinematic moments at key points in the narrative, to try and guide players as they fly around this big and sometimes overwhelming landscape. (Or should I say “Skyscape”) :P