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The current technical foundation of Tainted by the Stars: The Dead Among Us is in place.The game can run, the core systems are connected, and the basic structure works. After testing the current direction, I decided that the next build should focus less on add…
I'm currently working on a prototype to transform the game completely to 3D.The main issue that the prototype must resolve is to display the field of view in 3D instead of 2D.If that works, the possibilities will be endless!I update you soon about my results! …
Just before starting the Alpha phase, I decided to switch from 2D to 3D and I couldn’t be happier with the result.This change meant reworking almost everything: visuals, shaders, dimensions, movement, input handling, and more. But the effort paid off!. The gam…
I’ve added a completely new 3D blood effect system to the game. It was quite a challenge to implement, but the result takes the battles to a whole new level of atmosphere.Next up are ranged weapons, which will be added to the game soon.Thanks to everyone follo…
The work on the new player animations is complete: the transition from 2D to 3D is done, making the gameplay more dynamic.Next, the focus shifts to weapons. First screenshots already show new models – with more weapons currently in development.In addition, the…
Today I reached an important milestone: switching from a pure 2D setup to a real 3D top-down perspective.My camera is now perspective-based, looking down at the scene from an angle.My character no longer moves on a flat XY plane, but across the XZ plane – just…
Big Step Before Alpha – From 2D to 3D LightingMy game was already close to hitting Alpha – in 2D. But right before that milestone, I decided to take a bold step: moving the entire lighting and shadow system into 3D.In 2D, I used the Smart Lighting 2D asset. It…