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geckoo

Azymuth

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An attempt so as to create an interesting gameplay among all my avorted projects. No matter what I do, it seems to me just boring after a few days. I guess that many indie dev have these feelings sometimes. Well ...

This is azymuth - a game in which you play with the gravity, walking on the wall. I am really surprised to see that a simple environment can take another look when you see it upside down - a lesson in life :)

Also you can see a dynamic flaming sky which seems to me really cool, a triplanar shader in order to indicate the real gravity and a gravity gun in action. What else? At this stage - nothing ++

 

 

 

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Oui je suis français - sur la frontière luxembourgeoise ++

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Basically that's why I switched from actual game development to asset development.

I help out a lot of developers this way, and I don't get bored on the stuff that I do.

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We say Mercy. I am really surprised that someone knows my region. How is it possible?

Maybe you was in the Metz Story convention recently?

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Another interesting feature - portal zone in which player and cubes can pass through really smoothly - no glitch. Really a good stuff.

This week-end, I will try to create a first sandbox with all features to get a global view about my project. I show you soon some progresses ++

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@geckoo I don't remember when, but you told me that you are French and I saw your youtube channel there were something written, but I don't understand it. :d

And thank you for correcting me I just don't write "Mercy" much instead I spell it.

Edited by DeadMou67

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A short clip in which I show how each portal smoothly works in my project Azymuth. No glitch - no transition or some bad lighting effect ++

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New colors palette using LUT and first logical elements ++

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New aesthetic for Azymuth using another shader on camera ++

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Thank you for your kind words. I really appreciate. I am working to create the most efficient post-process so as to create a strange aesthetic. I assume that this is really important in a good puzzle game.

Today I worked hard and finally I have a clean (even at long distance) edge detection. Another picture - zoom it ++

PS: Today I understand that I can use imgur on the forum to post pics :)

 

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Do you know this asset ?

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and this:
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Edited by frankadimcosta

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I know the first one - I will take a look on the second. Thank you ++

 

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Some progresses have been made today.

I am working on the main level - a big world with many puzzles. The best part has started ++

 

xcrGvhF.jpg

 

ShQZ9aP.jpg

 

UN6yVQF.jpg

 

EOAROB8.jpg

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If you don't mind me asking, did you use a depth masking shader like I did on the tardis effect a few years ago or did you use multi scene rendering like "a crack in the slab"? Only asking bc I will be doing a similar effect in my game but haven't tested the performance of the multi scene rendering, only depth masking

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I totally forgot what you did. Maybe it could be interesting to try it :)

I used a modified shader of this one which is available here :

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It has been developed under Unity 5.3 - not compatible with 5.6 ++

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Nice 👍 I thought it might have been multi scene rendering like this: 

 

ill just do some tests myself then and see the differences. Looks good btw

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Interesting video which I didn't know. Maybe I could improve my portals. Thank you for the link ++

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Adding some stuffs to help player to find his way - goal locators and pictures ++

 

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this is much dank

 

mlg aprooved 

 

also you should put this on steam greenlight. i would go for it :D. my cousin likes awsome indie games. he also likes portal, so do i

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lol - Greenlight is dead a few weeks ago and the community had spat on all my previous projects.

However I really appreciate your kind words. I need that, developing my game 'cause the black dog is unrelenting ++

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