We are a group of 5 friends who share the same passion for making games. We're located in Ljubljana, Slovenia. Our first project was Flying Pet, a mobile arcade game where you transport animals with helicopters and avoid obstacles. The second title is named Jenkem, it’s a hilarious never-ending farting game. Ore Miner, clicking game for mobiles, is our most successful project to date. Currently we’re working on a lowpoly survival/exploration FPS game called Floatlands. Team members: Andrej Krebs, Blaž Drobnič, Domen Koneski, Mito Horvat, Vili Volčini.
Geometry grass solution; Random island placement; Armadillo; Painting more icons for the UI; Creating templates for Floatlands Wiki; Floatlands music...
Junk armor; Loot tables reworked; Reworking Deepend submarine and Buzzard helicopter; High tier armor sketch and model; Floatlands music: Reveal.
Player panel; Grass rendering; Navigation; Companion modeling and rigging; Outfits ans skins; New biome concept; Icons for UI; World bounds
Timelapse #5: Digital painting of islands and skies; RoboDog; Resources helper; Reducing loading times; Floatlands interview on IGDB.
Companion; UI changes - Player Stats, Item Bonuses, Crafting Menu, Crafting Queue; Resource Helper; Updating UI icons; Terrain.
Revamped UI, Harvesting world resources, Critters, Foliage, Companions.
Riverbanks, new trees, floating stones, exponential grass LOD, terrain minimums & maximums, critter concepts.
Recap of our latest devstream (creating Deep End submarine), other game assets, smoother terrain and Xmas giveaway!
World changes and improvements we did to enhance the outlook of the game.
Floatlands report from Slovenian games conference, where we showcased our game.
Preparing for SGC; 3D printing; Dev stream #2; New rock concepts; New rock and tree models; Light and scan radar for drone; Compiling the game.
Floatlands live stream; Better terrain generator; Setting up Wiki pages; Trees for swamp biome; Shotgun close encounter, adding effects; Reworking some...
Spartan & Roman skins; Dropship destruction; Clouds & flowmap; Controls menu; Swamp biome assets.
Adding clouds and a world map; More player skins; New swamp biome concept; Drone movement & destruction; Dropship movement
Ideas for armour sets & jetpacks; Armour sets; Drone destruction; Logic Gate system; Recording voices for NPCs.
Graphics/game settings; Junk recycler device; Scouting drone; Dropship; Skins
Character menu & build mode panel; Generic mouse swipe script; Outfits and speakers; Extra robot concepts; Mining drone in action; NPC battles.
New dev video update; UI changes; Scouting and mining drones; NPC reactions; Bug tracking; New team addition.
Vendors; Junk items & new shotgun; Human NPCs & Robot player character; NPCs relationship & last seen position; Tutorial with hints.
Crafting improvements; Human NPC outfits and animations; storage & loot piles; plan for humanoid NPCs.
Procedural grass LOD; terrain shader; drone; randomized human NPCs; adding lamps; icons for electric devices.
The Techies; Continuing with dungeons; Electricity starter pack & Techies houses; Repair station implemented; Props for Techies; Chris Plexidas joins...
Farmers village placement; Revamped dungeons; New cave entrances; Techies buildings concept and models; Electricity update
Humans of Floatlands in action; Farmer props, assets for electric system; Electric system; Concept for electricity elements.
Our work continues with revamping the furnace, electric system and new buildings for villagers.
Night-time improvements; New biome:Scorched forest; Modeling trees for Scorched forest; Rabbit ragdoll physics; Concepts for villager assets
Creating procedural LODs and baking meshes together; Particle effects & Critters; Build mode expansion; New biome concept.
This week: Assembling the world; Questing; Robot NPC animations; Turrets.
Andrej Krebs describes his workflow, techniques and tips when modeling for Floatlands game. Examples: rhino & airship
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