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(3 edits)

WEEKLY UPDATE

  • DUNGEONS

    Dungeons will serve as a point in the gameplay cycle where you can stop exploring and surviving in the world just to challenge yourself in a procedurally generated fully-closed area full of enemy NPCs. You will be rewarded by rare loot at the end of a dungeon by encountering a final boss or doing a certain task.


  • SHOTGUN ANIMATION

    We made the animations for the shotgun and also added some more animations for all the other weapons for different situations like walking, running and when the player is close to the wall and pulls his weapon closer so it doesn't go through the wall.


  • RESOURCE GATHERING

    We've rewamped the resource gathering system and implemented a better one which uses Vili's proximity sensors and new particle system. You can now mine different type of veins and chop down trees. Everything is then connected with an inventory system which also works flawlessly.


  • PLACEMENT TEST FUNCTION

    Our programmer created something interesting that I can show you: a function that checks if 3D mesh object is colliding with world – other 3D meshes and primitives.

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