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Indie developer making Farewell North, a game about restoring color to the world. Mostly posting about Unity, Blender, and #gamedev.

Wishlist on Steam: https://farewell-north.com/steam

Steamhttps://farewell-north.com/steam
YouTubehttps://youtube.com/c/FarewellNorth
Discordhttps://discord.gg/W8FzwsTcfW
TikTokhttps://tiktok.com/@kylewbanks

Have I mentioned I *really* enjoy working on shaders? Here's some volumetric lighting implemented in URP for Farewell North.

This was done a few months back and I'm still pretty thrilled with the result!

#GameDev #ScreenshotSaturday #IndieGames

@Cheeseness @Kriswb thanks! It does run well on proton and gets a good deal of testing from some discord community members, but there's no plan for official support or a native Linux build I'm afraid
@PolygonAlex ah I remember seeing the original post! Very well done

@anbagames I'm no expert on it either but Blend Shapes have been a really solid route for me, would recommend checking them out. The humanoid rig doesn't offer enough fidelity for performance reasons, so baking them into blend shapes and animating that way seems the way to go

https://docs.unity3d.com/Manual/BlendShapes.html

Unity - Manual: Working with blend shapes

@anaopara @h3r2tic @OdaTilset @lydmartin hey! Nice to see you here πŸ‘‹πŸ‘‹

Big news! 🀩 Our game We Stay Behind is coming to Kickstarter for the final phase of production!

We Stay Behind is a mystery story about a comet, a small town, repressed trauma and buried secrets. β˜„οΈπŸšπŸŒ²

Please subscribe now: https://kickstarter.com/projects/westaybehind/we-stay-behind

RTs are highly appreciated! Thx! πŸ’•

Coming soon: We Stay Behind

Third-person mystery between dreams and reality. A comet is on course to destroy a small town but its inhabitants refuse to leave.

Kickstarter
@anbagames ohhh cool, can't wait to see what you do with this! I've been using Faceit (Blender plugin) which is really nice, just for me personally I found it much more intuitive for facial animation.
@Xibanya a good lerp solves all woes
So it's a shame I'm working on late game stuff and don't really want to show it... And at the same time, I always feel guilty taking time away from working on the game proper, even though I know it's beneficial... So in summary, there's no winning πŸ™Œ

Lately I've realised that taking time away from direct #gamedev to make a devlog has become such a routine for me, that going more than 4-6 weeks without that break leaves me lacking creativity.

It's become a key part of my process and without those few days away to edit and reflect on what I've been working on (and why), not to mention the feedback, I find myself making much less progress on the game itself.