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yellowpaper

yellowpaper

@ayellowpaper

Creating Glass Horizon https://t.co/dgmKgwzcbd with @niklasbellok First Person Parkour game with flow and fluid movement • Programmer, Wannabe Designer

Berlin Katılım Haziran 2015
138 Takip Edilen963 Takipçiler
yellowpaper
yellowpaper@ayellowpaper·
@AnalogDreamDev Looks really good! Such a nice idea. Could have used a prettier sample scene perhaps though to demonstrate "scenic" a bit better
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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
Retro Game Engine Update 🔥 Exploring a Spatial Compression system in my game engine. Instead of changing object scale, the renderer subtly compresses distant depth in the vertex shader before projection. The goal is to make far-away spaces feel more scenic and theatrical, like a matte painting or miniature set,while keeping nearby space physically grounded and navigable. Same exact scene with this on/off for comparison. What do you think?
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yellowpaper
yellowpaper@ayellowpaper·
Worked on this dog for fun over the weekend because I got tired of the main project🐶 #unity3d
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Niklas Bellok
Niklas Bellok@niklasbellok·
we jammed a herding game on the weekend. 🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑🐑
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Niklas Bellok
Niklas Bellok@niklasbellok·
Update: Here's a sped up video of me creating a rooftop in our Level Editor (skip to the end to see me walking around in it). The Editor is coming along very nicely. Still tons of stuff to do, but its far enough that we're transitioning into Production now.
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Alex Goodwin
Alex Goodwin@AlexGoodwinDev·
That last-second hit was kinda goofy. Not sure what I expected, honestly. Hazards are procedural btw, every ride turns out a little different.
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yellowpaper
yellowpaper@ayellowpaper·
@KenneyNL I’ve been following you for years and love what you do for the game dev space, especially all your amazing assets. This shoutout means the world to me! 😭
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Johanne
Johanne@Johannemusic·
@ayellowpaper This is so cool, will you guys make co-op an option? i always wanted to play parkour games with my friends 🥺
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yellowpaper
yellowpaper@ayellowpaper·
More progress on tools, objects and paint in our editor for players
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yellowpaper
yellowpaper@ayellowpaper·
@B1RDOCC That’s the plan! We’re looking into options to have pretty GI for players, but it’s not as trivial as one might think. We hope to get it though 👏
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BARD0G
BARD0G@B1RDOCC·
@ayellowpaper Awesome, so the game will support steam workshop right? Will the map a user create have bounce light too? I saw the gameplay on Steam and it looked like pre-baked lighting or RTGI. Will the user maps be able to pre-bake lighting too? Kinda like Portal 2 does ^^
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yellowpaper
yellowpaper@ayellowpaper·
@kinjalkishor Each paint is its own material. We then generate a mesh at runtime with each paint having its own sub mesh. So basically just a bunch of quads
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yellowpaper
yellowpaper@ayellowpaper·
@LarAtLarian I hope you can find the courage to ignore the loud minority of ideologists who have the black and white morality of 5 year olds where “all AI is bad”, and instead just spend your energy on making more incredible, creative games as you have done so far!
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Swen Vincke @where?
Swen Vincke @where?@LarAtLarian·
It’s been a week since we announced Divinity, our next RPG, and a lot has become lost in translation. Larian’s DNA is agency. Everything we work towards is to the benefit of our teams, games, and players. A better work day, and a better game. Our successes come from empowering people to work in their own way and bring the best out of their skill & craft, so that we can make the best RPGs we can possibly make. In that context, it would be irresponsible for us not to evaluate new technologies. However, our processes are always evolving, and where they are not efficient or fail to align with who we are, we will make changes. To give you more insight, we’ll do an AMA featuring our different departments after the holiday break, in which you’ll get the opportunity to ask us any questions you have about Divinity and our dev process directly. We’ll announce the date in the new year. In the meantime, I wish you all happy holidays!
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Demo
Demo@Demo1FPS·
@niklasbellok May I ask to please put back the wallclimb sidestep move you could do in Mirror's Edge but was removed in Catalyst? Essentially doing a vertical wall climb then pressing left or right + jump to turn 90° and jump to the sides !
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Niklas Bellok
Niklas Bellok@niklasbellok·
Critical additions to our game: - Airplanes - Antenna masts
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yellowpaper
yellowpaper@ayellowpaper·
Our objects will now stick to building blocks when editing. Yay! 🥳
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Niklas Bellok
Niklas Bellok@niklasbellok·
I love doing these little worldbuilding thingies
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Niklas Bellok
Niklas Bellok@niklasbellok·
Glimpse into our game in 10 seconds
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yellowpaper
yellowpaper@ayellowpaper·
A practical example of how it's used in our Editor
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yellowpaper
yellowpaper@ayellowpaper·
Instead of predefined ladders, we decided to add procedural ladders🪜
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yellowpaper
yellowpaper@ayellowpaper·
@vishwa_glitch PIck an engine that you like, Unity, Unreal Engine or Godot. Then pick a game you would love to make and go through the learning materials for the engines. Lots of good stuff out there
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yellowpaper
yellowpaper@ayellowpaper·
The Level Editor for our game is getting in to shape. Yes, it's for players 🫦
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