Creative work on large projects is a marathon, not a sprint. It has been about 3 years since I started on this project and I'm starting to get nervous about the length of this development timeline. The changes I'm making still feel significant enough to keep me going.
For months I pushed onwards through the unforgiving landscape known as capitalisim. My knees buckled under the overwhelming weight of my cost of living.
Working full-time is a feat and it's one that I don't have a great track record with, however this time I'd say I'm maintaining a more sustainable routine. I have had much less time to work on personal projects, but I make time here and there.
Pretty New Graphics
Bloom is a trademark in the video games industry and more often than not it is done very badly. Thanks to some fancy new shaders I found on the marketplace, I'm finally doing it right.
Motion blur is the next greatest sin in the video game industry. Guess I'm a sinner because I added it. It's optional of course.
Hitboxes (are probably important)
I decided to write a way to visualize hitboxes and it turns out that I screwed up hitboxes pretty badly.
The hitboxes are meant to be large but not below the hands.
A cursed knight by the name of Guppo awaits you at the end of the Frosted Caves. He is one of the many side bosses I intend to add to the game.
After some conversation he gets up and proceeds to get nasty with it. I don't intend to show more than this until I get around to a trailer, but I promise it's sick.