Procedurally generated buildings with interiors for my upcoming adventure game #GrimShiver. Working on the poster generation system too for lore about the world around you.
#ScreenshotSaturday
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Procedural buildings are for #GrimShiver, but I think I'll also add them as toys in the #Wilderless games. This is my first test at using gizmos to change a house - just the width/length/height for now, and thinking which other variables to expose.
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Chimney studies for #GrimShiver
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The simple magic system in Wilderless and Meadowfell was added in preparation for a full system debuting in the upcoming #GrimShiver. ScorchQuake is one example: It tears through nearby trees and enemies, and leaves a trail of flames in its wake🔥
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By moving river settings into Unity's Scriptable Objects, I can now use one evolving procedurally generated river system across three different games: sunny, pastoral #Meadowfell, haunting #GrimShiver, and #Wilderless❤️ #iPad #MadeWithUnity

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Pinch to zoom, from treetops dancing in the breeze to the quiet shadows beneath the forest canopy. Light, movement, and atmosphere, I'm working to make the world feel alive at every scale❤️🌳 iPad Pro (2020)
#GrimShiver #indieDev #screenshotsaturday
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#Grimshiver photomode iPad Pro (2020)

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Wyvern in the woods | #Grimshiver

A dragon wanders through sunlight-filtered woods.
Testing my next #IndieGame lighting, IK, and performance on iPad Pro (2020). I wish I had an M4, just to see how far I could push it❤️

#OpenWorld #MadeWithUnity #IndieDev
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Stonetower trees in Runkhaven forest | #Grimshiver
#indiedev #madewithunity #iPad

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