North Ring Overgrown
Luis has been doing some really nice work to make even more overgrowth assets for the North Ring. Should have some new gameplay gifs of this area up in the coming weeks.
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North Ring Overgrown
Luis has been doing some really nice work to make even more overgrowth assets for the North Ring. Should have some new gameplay gifs of this area up in the coming weeks.
Link to Original
North Ring Updates
We've started working on the North Ring overall look and medical bay assets. We'll be aiming for more overgrowth in the final design because this portion of the station is closest to the service of planet P130.
Hopefully we'll be putting up a youtube video in a month or so where we'll discuss the game and show off how it feels in action.
ART Flight Mode
Working on ART using flight mode to help Adam get around. Need to work on some early cancel abilities and the like, but so far it's awesome to play with!
Updates
Here’s a really nice shot of the spider scene along with some webbing to make it look more appropriate.
We also have a new sprite for the plasma grenade with a small electric effect on it.
That’s One Big Spider
Here's an early look at our first miniboss- a scrap metal armored, gigantic spider! It went through a few revisions and we're loving the final design.
ART Map Mode
Started messing around with ART in map mode. Glitch shader effect might be a bit much but shows the effect in the gif. We like the idea of the map being real-time, similar to the way Dead Space did their cool HUD.
The glitch effect was achieved using this cool shader: gist
Who’s watching who? ;)
Some Lighting Tests
I tried to do some normal map light tests with our blast site elevator sprite this morning. Not sure if we’ll go this route (asset changes required, etc.) but the effect sure is nice.
Working on the Station Entrance Scene
Worked on tying together Luis's awesome station entrance sprites! So Good!
ART Design
Here's the current iteration of our robotic companion ART with a simple idle animation. Can't wait to get the HUD working with him!
Grenade off of Grenade?!
It's safe to say we really enjoy messing with the plasma grenade haha.
Plasma Grenade
Today we were having some fun with the plasma grenade. So far the effect has been very satisfying.
Charge Shot
Today we put some time into the charge shot and it feels really satisfying! Over the next few weeks we'll being tightening up code and trying to get some coherent combat segments together.
Blow Up Those Crawlers
Spent today getting the sprite explosions to be more configurable and to work with Adam shooting. So much more satisfying then clicking to cause the effect!
Next week we'll get the effect fading over time.
Not a Bad Day
More rain testing today, muzzle flash - so much more satisfying to shoot!, and a nice texture color reader to create phyics bodies so we can create some nice sprite effects ;)
We didn't get done what we wanted to today, but we had some fun none the less. It's time to start focusing on some solid battle gameplay.
Some Experimenting Today
So today I was working on some cool stuff. I messed around with PolyNav2D to get a basic follow AI working for our robotic companion.
Also I tried my hand at a little pixel art haha. A concept for the companion in map and non-map mode. When in map mode, he splits into 4 pieces to present the display. John and I came up with the idea today and we think it's pretty cool.
And finally a simple typewriter effect for our trailer scene transitions. Probably add more to this later. Distorted text, stuff like that.
Artwork
Luis did some really nice work capturing Adam picking up a stuffed bear for our Abandoned Colony scene.
Also a really nice preview of the tileset for the Abandoned Colony.