Second enemy in the slippery slope of 3D. The flyer turned out way better than the charger. Painted sprite vs 3D model, same animation states. Still some things to fix. #indiedev #gamedev #godot #roguelike
Gave our hero 3D guns. Now the enemies want to be 3D too. First attempt, painted vs 3D. Still a lot to fix. #indiedev #gamedev #godot #roguelike
Our hero is a real 3D model living in a 2D world. So naturally, the guns had to be 3D too. #indiedev #gamedev #godot #roguelike
Light finding its way through the canopy in Amber Grove. The glow bugs from the old forest are back too. #indiedev #gamedev #godot #roguelike
Sometimes it feels like you're going backwards. Reimagining a design means some steps look worse before they look better. Keep at it and it gets there. Echoterra's forest: then, the remake, now. #indiedev #gamedev #godot #roguelike
Some things on this alien world come armored. Dodge the hit, then strike while it's exposed. #indiedev #gamedev #roguelike #godot
Lesson one on an alien world: when the ground lights up, move. Lesson two: hit back while it's catching its breath. #indiedev #gamedev #roguelike #godot
In Echoterra, every attack lights up the ground before it lands. The tricky part is when three different creatures do it at once. #indiedev #gamedev #roguelike #godot
Our grey forest is about to get its paint back. Some of the new props: root arches, logs, stumps, mossy boulders. Next up is dropping them into the level. #indiedev #gamedev #godot #roguelike



