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Our brand new level loader: New closed gate effect… … as well as an open variant: We realized we needed better indicators on which way the characters will run when they encounter a scene element, particularly on busy scenes, so we’ve added some arrows to those elements that will alter their direction: There’s also some new effects on the teleporter …
Some of the changes we’ve implemented since receiving your comments during the public alpha preview:
Lots of visual improvements this week. The major rendering change was that I finally an unlit rendering style I was happy with, whereas before the unlit shader looked flat an boring. Here’s a sample of how the first scene looked on the alpha 1 I released last week: And this is how it looks now: Not only I like the …
A playable alpha demo from Project K.
Another tileset we will be using for our levels. Which will have its own elements, challenges, and end boss: We’re of course also adding its own type of trees and vegetations to be corrupted: You can see our video previews here. Update: We’ve finally settled on the tone for the corrupted tiles on the mountain levels.
Two more images from our power ups: And since I forgot to add them last week to the site, here are the power ups in their “natural environment” (but still lacking particle effects):
A new video preview for the game, this time showcasing the spreading corruption: You may also want to head over to reddit for an on-going discussion and more sample images.
Finally, as promised, some gameplay video from our work-in-progress Project K: In the game, you help those little guys get cleanse the world of corruption by finding the pieces of the Alatuir stone and using it to cleanse the stages. They’re well-meaning but not very sharp, so you’ll need to lead them to avoid hazards, evil creatures and other dangers, …
For today, a mini-boss: More details along with a video later.