In this article I’m going to explain how enemy AI work, the pathfinding algorithm and problems that I encountered along the way.
In the previous article we have created a shader for dissolve effect that works with GameObjects. Now let’s see how we can make it work with Particle Systems.
In this article I am going to explain the basics of creation of the stylized visual effect for games.
Before deep diving into enemies AI and full-fledged combat system I decided to close the topic of character’s visuals and make VFX for all special abilities.
I’ve already tried environmental puzzles. Now it is time for combat system.
In previous post I’ve already explained principles of antivania level design. Now it is time for some level blocking.
The main feature of antivania game is that the main character constantly losing his special abilities along the way. In that context a lot of people asked how levels will be built to support this system. So let’s take a look at level design of antivania.
In previous posts I talked about basic and procedural animations of the main character and his abilities. Now it is time to talk about different attack animations and some other contextual animations.
In this blog-post I will explain how to animate simple creatures using vertex shader. I will use rat as an example, but the same method can be used to animate fishes, birds, bats and other small creatures that are not the main focus of the player.
In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.