Alientrap Games

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Alientrap Games

Alientrap Games

@AlientrapGames

Developers of DuneCrawl, Wytchwood, Gunhead, Apotheon, Cryptark. Now working on Astromine

Toronto, Ontario Beigetreten Eylül 2014
64 Folgt3.2K Follower
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Alientrap Games
Alientrap Games@AlientrapGames·
DuneCrawl is now out on Steam! 🦀
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Lee Vermeulen
Lee Vermeulen@Alientrap·
Testing a new voxel 'acid system'. Spreads like fire (but only downwards, and also 'drips' to floors below it), but also burns everything
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Lee Vermeulen
Lee Vermeulen@Alientrap·
Showing Astromine at @dayofthedevs GDC this year! Come talk to me about voxels
Lee Vermeulen tweet mediaLee Vermeulen tweet media
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Lee Vermeulen
Lee Vermeulen@Alientrap·
All of the aliens in Astromine are made out of voxels - you blow through their flesh to expose their vulnerable cores
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Narky
Narky@GfanRp·
@AlientrapGames hello! Any plans to bring dunecrawl to consoles?
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Marios Aristopoulos
Marios Aristopoulos@rgex570·
The DuneCrawl soundtrack is out on Spotify. Dusty, slow-burn desert-western music — sometimes quiet, sometimes big — for caves, co-op runs, and the occasional standoff. 🎧 open.spotify.com/album/4SIDJHZG…
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IGN
IGN@IGN·
Roam vast lands atop a gigantic crustacean armed to the teeth in the open-world action-adventure game DuneCrawl, available now for PC. 🦀🏜️
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Jonathan Pin
Jonathan Pin@JonPGameDesign·
#Dunecrawl is out now! We've been working on this game for a long time now, and it feels great to finally have it release! Super proud of what we've created, and I hope you enjoy if you play it! youtu.be/Mkd32dxqkaw?si…
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Alientrap Games
Alientrap Games@AlientrapGames·
DuneCrawl is now out on Steam! 🦀
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Alientrap Games
Alientrap Games@AlientrapGames·
DuneCrawl is now Steam Deck Verified!
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Alientrap Games
Alientrap Games@AlientrapGames·
@htw6174 @KenneyNL Yeah - we actually did add some mesh generation specifically to make shadows better. We only used that for interiors for Dunecrawl though since we didn't need a day/night system
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Hardy Whitney
Hardy Whitney@htw6174·
@AlientrapGames @KenneyNL Interesting to see how this effects the shadows, because the sun sees something like the first image it reveals some of the seams. Does this prevent you from changing the sun direction? Or can you flip the camera around and project textures onto the backside to cover up holes?
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Alientrap Games
Alientrap Games@AlientrapGames·
Hi everyone! Ariane here to dive into how we tackled the environmental art for our game Dunecrawl. By using 2D hand drawn artwork projected onto 3D meshes, we were able to create a unique aesthetic while also saving us some production headaches.
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Alientrap Games
Alientrap Games@AlientrapGames·
@ezEngineProject just needs to be rough shape - the 3d model we project onto is always larger than the 2d asset. The more accurate the better though
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ezEngine
ezEngine@ezEngineProject·
@AlientrapGames That's really cool, thanks for sharing! How do you handle shapes that are very fuzzy at the edges? Does the 3D model need to be pixel-perfect there, or do you use pixel discard to make rough shape match the 2D asset?
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80 LEVEL
80 LEVEL@80Level·
.@AlientrapGames, the developers of the upcoming open-world action-adventure DuneCrawl, shared how they created environments for the game. Read more and wishlist: 80.lv/articles/check…
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Alientrap Games
Alientrap Games@AlientrapGames·
@KenneyNL We think this workflow of combining hand drawn 2D art projected onto 3D meshes works pretty well from both a technical and visual angle. Let us know what you think and check out DuneCrawl, releasing on Steam January 5th! store.steampowered.com/app/1833200/Du…
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Alientrap Games
Alientrap Games@AlientrapGames·
Working in 2D is also much, much faster for our small studio. Instead of having to build a detailed 3D mesh for every single object, it’s quicker to draw them by hand. Dunecrawl has thousands of environmental objects and we don’t want it to take decades, you know? Why use 3D at all then? Making fully 2D isometric games can be very tricky. The game engine needs to know what objects are in front or behind others, how to render them onscreen, and how characters interact with them. This was solved a bunch of different ways for classic 2D isometric games, and frankly, they’re all a real pain. Being able to use true 3D objects for building levels and moving characters around is much more straightforward in a modern engine like Unity. Our game camera isn’t totally isometric. It has a very small field of view, so that we can have a bit of perspective parallaxing when the camera moves! This effect would be very difficult with a fully 2D engine.
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