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Alientrap Games
717 posts

Alientrap Games
@AlientrapGames
Developers of DuneCrawl, Wytchwood, Gunhead, Apotheon, Cryptark. Now working on Astromine
Toronto, Ontario Beigetreten Eylül 2014
64 Folgt3.2K Follower

Our PvP update for DuneCrawl is out now - with new SandStorm battle royale game mode!
store.steampowered.com/news/app/18332…
33% off as part of the Steam Spring Sale
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Astromine demo is now out on Steam!
store.steampowered.com/app/4225460/As…
Try out the first two planets of our voxel physics co-op survival game
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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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Alientrap Games retweetet
Alientrap Games retweetet

Open-world co-op action adventure game 'DuneCrawl' is now available.
Steam page: store.steampowered.com/app/1833200
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Alientrap Games retweetet

#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…

YouTube
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@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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@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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@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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.@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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@AlientrapGames @KenneyNL Is this coming to PS5? Looks like a ton of fun!
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@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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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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