i don’t like to make posts that are worth 2 days of work…
planning of the new stage is done, or at least 98%, took longer than i’d like but we have some solid ground over which to build this new one. I think that so far this is the most exciting one, as the visuals are closer to that popular gif i posted on twitter months ago, plus the context is absolute bonkers as i mentioned previously.
we did a slight refactoring of how doors work, since i was having issues setting up new prefabs for them. we also decided to go with fmod for sound design and june is learning the ropes of that one. The result is a neat workflow where he can simply design how sound behaves and we make sure to make it work inside the engine.
last but not least, we found some nasty bugs, such as this one where the player keeps shooting at nothing, stuck in an infinite loop. pay no mind to the awful muzzle vfx, i’ve been fighting with that one for a while now.
for the previous level we just need the enemy models from the 3d art team and i’d be gucci to turn it into a demo/vertical slice should we want to do that.