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A survival FPS with a twist every minute. Reality?? Dreams? Twists!
swiss
Check their projects out: portfolio2.0 - personal projects thing, temporary portfolio, audio visualizer, static site - mimic
cskartikey
Check their projects out: Orpheus Editor, Low Effort Project , Summer of Making!, som
lindenthesilly
Check their projects out: 3D renderer using nothing but turtle (for rendering) and math (for computing)., Some Smaller-than-usual Mercenaries, Realistic 3D rendering through stereoscopy, using nothing but tkinter (for rendering) and math (for computing), 3D Voxel renderer using nothing but turtle (for rendering) and math (for computing).
Robility
Check their projects out: Luxel, TinyTetris
Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
New boss in work! Does aerial Bombardment!! basically shots things from the sky when he gets made so yeah. No modeling and sounds yet here is the script for now tho.
Finally!! After 3 whole months of game design, 3d modeling, coding, UI design, Sound design, ITS FINALLY HERE! I present you with INSOMINIA! A first-person survival shooter with a twist every minute, intense graphics, and gripping sound design. Every line of code, every effect, and every design decision has been crafted with passion, and I’m beyond excited for you to experience it! :) This is my one and only project for this entire event, and my only hope for shells, but I don't regret it! I loved making this game, and it's sad it's finally done 🥹. Thanks and hope yall like it.
Optimizations for webgl build; We are so done just couple more tweaks and ironing out couple of bugs. Removed dreamer eyes, sliders and UI elements and scene objects that dont contribute to the game logic. Here is a random snap of the current game.
Game Over cut scene!! At the end of the game, with the stats screen still work is being applied and refinements throughout the game, but here is the game over screen sneak peek!
Boss Fight sound design and sound fixes with the waves and other abilities of boss being worked on. Quite close to the end gotta fix some WebGL particle issues and cutscene and transitions. Below is one of the bosses, I am thinking on working on more but here it is for now
Working on UI and more bosses!!! Almost done just models and sounds we are very close. Sorry for the late devlog the project became so big and school is draining everything that I cant work on these no more. Hope you guys like it
Sorry for the late devlogs! back to school and stuff got in stuck. Been working on boss fights and post processing and effects will get most of them done this weekend and continue working on UI very close to the target!!!! Below is a cool image I got of the scene due to an error lol
Sorry! been a while since I devlogged but here are everything that has been worked and will be currently working on:
- New Bosses
- 3 bosses that randomly spawn every couple min in the game
- each have they own model work and music design to get on so thats that
- Clarified sound design
- New difficulties or Abilities
- Heal sound effects and particle system work
- Random Ability Generation
Things that will be updated in the future:
- UI DESIGN!!!!!! AHAHAHA
- Settings page, sounds, fov, camera angle, pause etc.
- Maybe MAYBE GameModes but 50/50 chance
Thanks for waiting will get the video out as soon as possible of the whole current gamePlay!
Currently modifying animation from Mixamo and making models for Blender 3d. Thank god for whoever created Mixamo. Multiple other difficulties. New Weapons in coming and new players as well. More work done with sound effects and sound design with Audacity.
Working with the audacity online clone to do some simple sound design for the game. Also working with audio mixer, pitch, and random reverb here and there in the scene to make it more live and impactful to play. Hit sound effects, background sound effect pitch shift and the enemy spwn sound effect are all updated.
Working on UI elements and UI design for the game. Will get them implemented into the game soon with each feature. None of my illustrator times gets counted towards wakatime, unfortunately, so I will try to speed up the process.
Got one of the enemies running and attack animation with the existing enemies LOOK AT THIS CUTIE POTIE!!!!
Finalizing abilities and thier works. More Abilites about to come. Continue to fix player spawn issues, enemy ai getting stuck behind thinks, and sound and UI design. Almost there!!!!
Working on procedural world and graphics. Once this is done going to move on with UI graphics, sound effects, abilities, and maybe powerup(Just maybe). Lot more work ahead!!!!
All the enemies and Waves have been officially done. The wave logic is also done working on the graphics and stuff before going for dice rolls.
Refining the waves system with special types and regular types as enemies. More refinement to the logic and mechanics of the enemies. Close to working on other enemies types and refinements with sounds, 3d models etc.
Completely rewrote the enemy ai script. Made my own NavMesh without using Unity's NavMesh because of the baking issue for procedural worlds.
New procedural world gen; Trying to fix a major issue with navmesh baking while the agent is following the player. Tried many different methods still no success will try for more time before completely opting out of Nav Mesh.
New minimap, dreamer eyes, weeping style enemies, etc. Bug fixes with sprint animations and minimap rendering.
chaos acid mmm