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Floppy heroes jogar
Floppy heroes jogar








floppy heroes jogar floppy heroes jogar

This is something that’s been taking me a while, and a lot of what I’ve been working on so far has been the coding related to the core functionality of the game. With the leap to 3D, the entire game needed to be rebuilt from scratch.

floppy heroes jogar

Later, I also posted some early footage of the sequel’s new style. By doing these sort of optimizations early on I’ll be able to avoid huge headaches later in development, when changing code tends to break things.įinally, based on progress so far, my current rough estimate is a mid-to-late 2019 release.(Note: This is more of an introductory post, hence “Update #0”)Įarlier this year, I announced that I’d begun developing a sequel to Floppy Heroes. In addition, I’m constantly tweaking and experimenting with the code, physics settings, and visual effects to ensure CPU and GPU usage are as low as reasonably possible without affecting the game. trees and houses) in an external voxel editor, and adding interactive elements through the physics engine and some code, this will allow me to quickly design a variety of arenas for the game. In conjunction with creating level props (ie. I had experimented with some popular solutions, such as ProBuilder, but they didn’t have quite the right terrain-creation features I needed, so I opted to code my own. The second would be some custom-made level-creation tools for the Unity editor. I want to allow for a variety of items, both in terms of appearance and abilities, so I’m continually working on this to ensure it’s sufficiently feature-rich and polished for when the game eventually comes out. The first would be the previously-announced item creator, which is intended to allow everyone to easily create their own armor and weapons. The last several months have mainly consisted of developing and debugging some tools related to asset creation. Apologies for the long gap since my last post.










Floppy heroes jogar