Loads of bug fixes, level design tweaks, and new features.
Big update this week!
My voxel renderer now has the capability to overlay everything with any texture I want. I'm using it on a new set of interconnected winter levels. This way I don't have to manually come up with a frosty version of each texture.
Without giving away too much, this week I built a new system that has implications for both puzzle solving and movement mechanics.
I also went back to several levels and fiddled with lighting again. Basically 90% of my development time is spent adjusting colors. Before / after:
Clearly, the old version relied heavily on bloom. I'm trying to avoid that a bit more now. Bloom is like crack cocaine to game developers.
Other random things:
That's it for this week. Thanks for reading!
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