Pogo’s World Update: I’ve been adding more scenery objects, improved picking up/dropping weapons and trying to make a day/night cycle:)


#dc comics#dc#batman#bruce wayne#dick grayson#tim drake#dc fanart#batfamily#batfam

seen from Germany
seen from France
seen from Georgia
seen from Germany
seen from Germany

seen from Malaysia

seen from United States
seen from United States
seen from Germany
seen from United States
seen from Türkiye

seen from Türkiye
seen from Japan

seen from United States
seen from China

seen from United States

seen from United States
seen from Brazil

seen from Armenia

seen from Malaysia
Pogo’s World Update: I’ve been adding more scenery objects, improved picking up/dropping weapons and trying to make a day/night cycle:)
progress, from new area, to new doors and parcour field. Also the character creator was integrated to the game. But this would be the last expansion to start focusing in the next gameplay goals such as: 1.-Social interaction. 2.-Enviroment gameplay mechanics (i will show what does this mean in futureposts). 3.-Level system. 4.-Male character and kids. And much more elements... And current problems: 1.-Asynchronous assets load.
This strange being now follows Cave-Man! The target for it to follow can change but here it is set to follow the player.
Cave-Man Update: I’ve finished (hopefully) making all of the levels generate. When Cave-Man emerges from the depths, he could find himself in several different environments. This is the City Park. Here it’s evening time with heavy rain! Now I'm going to start on adding in some characters and enemies:)
Cave-Man Update Screenshots: The Forest Creek Level
I have nearly finished getting all of the levels to procedurally generated pretty much as I wanted. I was having a bit of trouble though as I updated Blender to the latest version (v2.82) and then found out that it does not work with my version of Unity so had to go back to the older version (v2.79) again:)
“Cave-Man“ progress screenshots!
A park area inside a town
“Cave-Man“ progress screenshots!
The “Canyon” level
I’ve made walls generate in the main Cave area. The walls run along the X and Y axes and are randomly spaced to create different sized caverns and tunnels.