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(Translated automatically from Korean) Hello! In this post, we would like to introduce the tricks we use in Frostory to present a proper visual appearance. 1. Floating Head Frostory started as a 2D game, but as development progressed, 3D terrain was introduced…
(Automatically translated from Korean) Hello! Today, we would like to share the process of creating spider webs for our game. Spider webs are obstacles placed on the map that hinder players, but can be easily destroyed. Initial Version This is the initial vers…
(Translated automatically from Korean.) Hello everyone! Last time, we introduced the tile-based editing tool we use. This time, we'd like to introduce another tool our team utilizes for level creation: the vertex-based editing tool. To briefly compare the two …
(Translated automatically from Korean.) Hello everyone! Today, we'd like to introduce our team's internal tile-based level design tool we use for our game development. Our game features a top-down perspective with varied heights and 3D terrain. These landscape…
(Automatically translated from Korean) Hello! In this devlog, we'd like to introduce how the flight system in the game has been improved over time. 1. Early Version The early version was implemented by simply applying force using a pre-made graph. At this poin…
Hello! This time, I’d like to write about how we improved our weapon rotation handling. In our game, weapons rotate for various reasons, which means they can be seen from many different angles. To represent this, we sometimes draw pre-rotated sprites, and othe…