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Awesome! Good to hear this, as it was kind of frustrating trying to deal with enemies/ledges that I couldn't see. Perhaps it would be possible to outline the boundaries of obscured terrain with a simple wireframe when the player character is walking behind foreground terrain? Without camera rotation, that is the only idea I can think of to indicate to the player where it is safe to walk. Either that or make the  obstructing foreground terrain become transparent/semi-transparent, but I am not sure how complicated or resource demanding that would be.