Month: February 2017

A comparison between views from different angles

Today I was watching our team members working on scenes, then I found an interesting comparison between views from different angles.

It’s a corridor that connects two certain levels. Through the glass, you can see other buildings in the scene. To give players the sense of endlessness, we made the other end of the building look darker.

Now let’s take a look from the outside.

You can see we only finished a few necessary structures. Just want to show you how different the view is from outside.

A new feature we’ve been working on

Recently we’ve been working on a new feature, it’s something we never showed before.

Here is a gif that shows you how it looks when operating. We want it to be as stylish as other objectives and designs in game. we can’t share much information because it involves spoilers about gameplay.

You can take a wild guess what its function is. I can hint that it sometimes provide invulnerability to players.

Video Devlog 03

Here’s the third devlog video showing how Pathea tested the first demo of Protoform as well as some reactions.

A close look at the fabrics in game

Happy Lunar New Year everyone! It’s the year of rooster and we wish you all the best.

We always wanted to have a free-flowing fabric for the female protagonist, we decided early on to use cloth for the clothing instead of just bones and animation. Initially, we wanted to implement the effect of flowing fabrics with a certain plug-in for Unity. But due to the instability, we turned to Unity’s build-in functions.

 

This is just a glance of how it looks in game, but nothing is permanent. We are still monitoring the performance of the fabric. So everything may change in time. We feel it’s pretty close to the desired effect.

An improvement to the appearance of the cube.

In a recent internal meeting, we decided to spend some time improving the appearance of the cube.

The cube is the most symbolic item in the game. Players can find it in almost every puzzle and it plays a significant role.

This is how the cube looked originally. It looked good, right? But some of us disagreed. So our artist designed a few more pattern options. They’re all inspired by Rubik’s Cube and the complexity of it.

What do you think? My favorite is the first one from the left.

There was a long and drawn out discussion, we liked them, however, we decided to go back to the original one, because these options had too many stripes and barely any simplicity.

So in the end, few things are changed. But it was worth a try.

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