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Increased the default FOV and added and made it configurable.
store.steampowered.com/app/1…
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Still working on improving the gameplay.
Steam: store.steampowered.com/app/2…
#indiegames #gamedev #madewithgodot #indiegaming #gamedevelopment #indiedev
Added some ruins scattered over the terrain.
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I spent some time balancing the gameplay.
Steam: store.steampowered.com/app/2…
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Here is another clip also showing the map & the inventory.
Steam: store.steampowered.com/app/2…
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Made the vegetation interact with the character and explosions.
Steam: store.steampowered.com/app/2…
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Added some grass and made changes to the camera. Now there is a button to manually align the camera.
Steam: store.steampowered.com/app/2…
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Testing camera rotation when above a certain angle.
Steam: store.steampowered.com/app/2…
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Still testing outdoor gameplay. I managed to improve performances, so I can have more enemies.
Steam: store.steampowered.com/app/2…
#indiegames #gamedev #madewithgodot #indiegaming #gamedevelopment #indiedev
I found a way to make the navigation system work with the voxel module. I'm thinking of focusing more on open areas. There is also terrain damage from explosions.
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Added some camera shake when firing weapons to make it feel more dramatic.
Steam: store.steampowered.com/app/2…
#indiegames #gamedev #madewithgodot #indiegaming #gamedevelopment #indiedev
Here is a clip of the new effects in the actual game. I also added some smoke effects when firing. Also, now you can sprint.
Steam: store.steampowered.com/app/2…
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Testing the new splatter effects.
Steam: store.steampowered.com/app/2…
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Machine gun action.
Steam: store.steampowered.com/app/2…
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Spooky enemy.
Wishlist it here: store.steampowered.com/app/2…
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I made a few UI improvements based on feedback, and now I'm adding some explosive enemies.
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Planning on having a minimalistic UI. What do you think?
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Combining automatic and manual vertical angle when aiming.
Steam page: store.steampowered.com/app/2…
The vertical angle is such that the character aims at what's under the cursor unless the cursor is too close or if a small enemy is closer (in which case the automatic vertical aim kicks in to aim at the enemy).



