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The Kristala Dev Blog - Issue #24

Astral Clock Tower Studios

Welcome back to the fantasy, friends! You're just in time for the latest installment of the ever-enchanting Kristala dev blog, a monthly compilation of the game development completed for indie 3D dark fantasy ARPG Kristala in November 2020. Now, let's get ready to amp up the magic and dive headfirst into the dark fantasy of Kristala.

Dev 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

You just left reality and fell into a portal to the fantasy world of Ailur, the fictional planet that serves as the setting for 3D Dark Fantasy ARPG Kristala—an indie game developed by women-owned independent game studio, Astral Clocktower Studios (hey, that's us!). Fixing collision on trees. Welcome, beautiful creatures!

Dev 52
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Stunt supervisor: Fairy behind the scenes

Filmustage

Many superhero blockbusters use a combination of these two techniques to achieve the perfect balance between naturalness (as much as it is possible in movies about superhumans) and fantasy. Stuntmen had to act out a real race with collisions, pushing, and contact so that the film turned out to be extremely natural.

Film 52
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Among Us VR dev talks about how to create immersive worlds

Game Analytics

Let people play out the fantasy Simulation is key for a successful VR game. So if you’re ever stuck for ideas, think about what roles or fantasies your players will want to experience , and take it from there. Make the gameplay satisfying Helping a player experience their fantasy is only half of the work. Start with the fantasy.

Dev 91
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Schedule for GodotCon 2019 in Brussels

Mircosoft Game Dev

There are GPU accelerated particles in Godot, but they don't support collisions. Paweł will present a simple and effective way of implementing collision response with a dynamically destructible 2D object. to have the particles as collectibles). builds and will make available for everyone.

Demo 52
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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

Hello, dearest of friends and finest of high-fantasy enthusiasts! Tiff also worked on figuring out why the camera was getting sucked into the player character's body before addressing some collision issues and increasing the radii for pickups.

Dev 52