Pine DevBlog #58 - Followcams and Floating Posted in Development Blogs

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This week we upgraded our camera system! It required quite the update of both Unity's Cinemachine, as well as their post-processing pack, our control system and the engine itself.







We do have to tweak everything more - such as the camera position, smoothness, etc. - but we're glad the system got a lot more optimized, smooth and easier to use.



As we're moving towards alpha, as described in this week's monthly recap, we start blocking out remaining mechanics. Here's WIP swimming and floating animations for Hue!











After last week's Mac build, we're happy to say that the game is also running well on Linux! Which means we're actually almost there with the demo now. Just a bit more!







Furthermore, check out these sketches for the houses of the Gobbledew! We are going for a cool egg/nest-like style for their houses and clothing. The architecture is based on the Dry Bay Tower's, as that's where their lore gets involved. Stay tuned for a cool character design update as well!







We blocked out the rock formations found on the dry bay, that you can walk over too - but first we tried out a few different styles. Looks like the bottom one is gonna win for us, with the wind-carved lines across the rocks:







Lastly, just a small reminder that IndieDB's "Indie of the Year" voting is almost over! Help us out with a single click:



Until next time!