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The Invincible by Starward Industries: A stellar fusion of sci-fi literature and gaming greatness

PreMortem.Games

“Games are not about textures, assets, features or levels. In other words, a collision of the idea with the possibilities of implementation. ” The spirit of Stanislaw CMO Maciej Dobrowolski has closely monitored player’s reactions to the demo and trailers. We teased fragments of the story in the demo.

Games 104
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How do you Choose the Best Game Design Software for your Project?

Big Games

Physics engines simulate the laws of physics within the virtual environment, governing object movements, collisions, and interactions. Asset Management Efficient asset management is vital for organizing and handling various elements of your game, including textures, models, sounds, and animations.

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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

We're officially in the final development crunch for the vertical slice demo of Kristala! WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! He also programmed the functionality for throwing consumables in the Kristala demo. link] 3D Asset Design. Wait, wait, wait. clears throat*.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo. 3D Modeling.

Dev 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

The last time we met, we were right in the thick of preparing an early, pre-demo build of Kristala for unveiling at the PlayNYC virtual convention. 3D Asset Design. Now that he's done with the model itself, Cass will focus on unwrapping the UV's before getting started on the detailed texturing for this colossal beauty.

Dev 52
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Introducing the Godot glTF 2.0 scene exporter

Mircosoft Game Dev

We hope that this makes our lives better with asset pipelines for 3D. For example, VRM allows cel-shaded characters with custom hair, clothing and collisions. From @HugoLocurcio 's Godot Reflection demo. bin + textures). as THE standard asset exchange format for game engines. How did we implement glTF export?

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions. Cylinder collision shape for GodotPhysics. Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. Many fixes to one-way collisions. One-way collisions prior to Godot 3.3