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Augustinas Raginskis

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A member registered Nov 15, 2020 · View creator page →

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It is time again for one of my more experimental artworks. This is for a personal game project called Abandoned Monsters, I will use this as an in universe painting you can find in the background in a somewhat hidden area to show off some lore. This is absolutely too much work for such a small detail, but that's the beauty of personal projects - I can do what I want and waste time where I see fit.

To give some lore context, a large part of the game is sorta body horror themed where everything is grown instead of being built or made in regular methods. You will be able to find a large tree that is made from old matted hair grown for some purpose and this drawing is supposed to depict that area when it was new, beautiful and idealized.

I drew this a bit differently from normal as well. Usually I would draw the linework and have an entire coloring stage after that, but this time I used a lot of flat color so both linework and coloring were smushed into one.

The game as a fully playable demo now: https://ultra-shenanigans.itch.io/abandoned-monsters-demo

Connoisseurs Deep in Appreciation - overly fancy background art


It is time again for one of my more experimental artworks. I will use this as an in universe painting you can find in the background in a somewhat hidden area to show off some lore, same way I did with this example in the Abandoned Archives level: 

This is absolutely too much work for such a small detail, but that's the beauty of personal projects - I can do what I want and waste time where I see fit.

To give some lore context, a large part of the game is sorta body horror themed where everything is grown instead of being built or made in regular methods. You will be able to find a large tree that is made from old matted hair grown for some purpose and this drawing is supposed to depict that area when it was new, beautiful and idealized.

I drew this a bit differently from normal as well. Usually I would draw the linework and have an entire coloring stage after that, but this time I used a lot of flat color so both linework and coloring were smushed into one.


Human Upgrade Labs demo

Exploding head and organ thrower enemies

I've been working a on a couple new enemies. This migraine man starts making sounds and glowing red when you get close and after a few seconds his head explodes into a shower of white worms. The worms cling to wall and ceiling and fall down after a few seconds so you need to be careful not to be damaged by those either but you can shoot the worms down before that or deflect them with Laser Explosion. In the meantime the monster heals his head and the cycle continues. The weakpoint is visible only while the head is exploded but you can try capturing him anytime if you remember the placement of it. 



And these human caterpillar guys throw their own organs around in a desperate attempt at self defense. They are not too dangerous if you pay attention, but the organs do pile up until they burst in a few seconds, so they serve as an extra environmental obstacle and do damage while in contact with the player. In this placement these enemies are easy to avoid, but might be more of a challenge if you need to pass them in a narrow tunnel or in combination with other enemies. The organs can also be deflected by a Laser Explosion like other rubble in the game. The lore reason for these existing is that they are used as bioengineered machines to grow large amounts of organs for transplants, that's why they have multiple holes for convenient organ access.


Abandoned Monsters

Haha, thanks man!

New monster art

I'm here again designing creatures for the game. Body horror is the theme this time, the best theme is.

I started actually integrating these into the game already. The migraine victim on the left has his head periodically explode into a spray of worms and the pillar man in the middle throws spare organs all around in a desperate attempt to defend himself. I'm still working out some details for the ring man on the right.

Some new monsters that will be in the upcoming level. More insect themed monsters should go well with the giant worm eaten dead creature that is this level, but of course there will be other types of creatures to encounter too.

I've been working more on the artwork side recently, since I've been quite burned out on the coding side of things after launching the demo, but I already started adding some of the new monsters into the game. The base level( meaning without the side rooms and such) is also 90 integrated into the game engine already so I will share how some monsters work and look in context soon.

Abandoned Monsters

Remote Overworker - a new NPC art

 



A little character I drew to be used as a new NPC . This one will be in charge of a certain device I already placed in the hub area. It's not functioning yet, but it will be a way to unlock some story elements and extra artwork in game, though I'm not sure if that will be available in the upcoming update or the one after that yet. You can see in the progress gif where this NPC will be placed, here's the general area from further away for reference:

I wanted a highly tired and overworked guy with a little bit of that homeless chic even. This was partially inspired by a programmer I know who once admitted to me he realized he was smoking five packs a day while working remotely. That's two and a half times more than I have even heard of before from the heaviest smokers.


Thanks man! And I saw a bit of your pixel art too, it's really good

Abandoned Monsters

Thanks for the high praise, I'm really glad you liked it! My current project Abandoned Monsters is actually a semi sequel. It's a completely different game but set in the same world. One doesn't require the other to be played to understand what is going on, but I felt like there was way more of the setting to work with than what I managed to stuff into Human Upgrade Labs

Thanks!

Thanks! And glad to see someone from that far away website, not many people visit from there, if my statistics on Itchio are accurate at least

This is for my monster collection game Abandoned Monsters. I recently released a demo with the first large level fully done: https://ultra-shenanigans.itch.io/abandoned-monsters-demo
Finished base art of the entire level:


Some up close detail: 






About a year and a half ago I drew the first version of this lovely skeletal guy:

Naive Human Machine


Even at the time I was planning to use it as a base for a level in my monster collection game Abandoned Monsters, but a lot has changed since and it needed some serious overhauling. Way more detail when viewing up close, painted fleshy background to integrate this into the rest of the game and most importantly I expanded and enfancified many in-bone areas where you can move in the game.

It's only the base, many little additions will go into if even before actual monsters and the player character itself, but this is a huge amount of work in the making of this level. Feels good man, I had this idea cooking for like two years.

Base art for giant skeleton level is done


Some up close detail:






About a year and a half ago I uploaded the first version of this lovely skeletal guy, this:

Naive Human Machine

Even at the time I was planning to use it as a base for a level in my monster collection game Abandoned Monsters, but a lot has changed since and it needed some serious overhauling. Way more detail when viewing up close, painted fleshy background to integrate this into the rest of the game and most importantly I expanded and enfancified many in-bone areas where you can move in the game.

It's only the base, many little additions will go into if even before actual monsters and the player character itself, but this is a huge amount of work in the making of this level. Feels good man, I had this idea cooking for like two years.

Thanks! Then I did my job. There is some reason for the weird designs, but I'm glad it can be interesting without knowing the context

Abandoned Monsters Demo

Abandoned Monsters Demo

Planning out a level inside the bones of a giant skeleton!


Take a look at this drawing. I drew this over a year and a half ago:


I'm mentioning this because even then I drew it with the idea of using it as a base for a level in this game. Take a look at the original post of this drawing in my portfolio, if you want to see how I drew it: https://www.artstation.com/artwork/4Nonv1

The game was in very early stages back then, so naturally a lot has changed now that I finally worked my way up to starting on this level for real. Here is a work in progress of it now. I expanded accessible places, added paths in the surrounding ground/flesh and so on: 

The gray background is very much still not done, so don't pay too much attention to that. This whole area is in a different style from the rest of the game so far, so there are quite a few things I still need to work out about integrating this linework style on top of painted background. All the dark blue and dark red areas are walkable, everything else  will count as walls. Over the last few days I also added more linework to raise the detail level. This thing is quite a massive drawing , it needs to look good at full zoom. This is the chest area now at the actual size you will play at and I think the linework detail level will work quite nice and is close to being finished: 

And this is the same area before: 

Like in the first level, Abandoned Archives, I will be adding little areas/ rooms that have a chance to appear, making each play through a bit different. This time these will mostly take form or various organs and missing bones. Here's a sketch of some I came up with so far: 

I think all this should be fun and gory to explore.

Lastly, here's how this whole level is placed in the game. It connects to the previous area and a passage will be opeanable permanently from the side of this new level. 

I will be adding a secret way to access this level from the very start, which should be fairly hard to find naturally. A little extra for anyone with specific knowledge of a hint I placed where these two levels connect: 

The brown rock pattern on the top right contains a three letter code. I'm not going to say exactly how it's hidden, but I would be interested in hearing if anyone who stumbles on this devlog knows the method. 


Thanks for the detailed response, I appreciate the feedback. And I'm glad you enjoyed the parts you did!

A bit about the issues you had:

You might be right about the tutorial. It's hard to judge for me how  difficult that is, knowing everything in advance. I noted down in my giant list of things to do to include little videos for basic mechanics at the start and i will most likely do that in the next update, especially if I hear about the same issue from other people too.

A long-term goal or purpose – this part is of course unfinished, this being a demo. My hope it that unlocking new weird areas, finding hidden side areas( there are a few small ones already that have a chance to appear in the caves) and the collection aspect would be that main goal. There's only one main area for now of course, but that will change soon and I have a thing planned where hard to catch monsters will be required to unlock story with unique artwork. We'll see how that goes. Possibly a couple caves will be available immediately, but require some monsters instead of a key, so you could unlock stuff at your own pace. I think that would be cool.

A more intuitive upgrade system. Did the upgrade menu itself seem intuitive enough? This whole situation is hard to figure out, so some changes might be coming, not sure to be honest. In terms of monsters my hope was to incentivize capturing various monsters, checking what sort of tags they have for possible upgrades and capturing others for collection purposes in the meanwhile . The collection towers in the Testing Fields also mark which monsters belong to evolution lines( all in the same evolution line have similar uses) and so on. I'm hoping to make a larger amount of the monsters captured more useful later. I will be adding more various upgrades so a player could possibly notice that he already has a monster he can use for a new upgrade, for example. There's a lot to figure out in this whole area basically.

Infinibucks. At the beginning they are not too useful, but they have a use in the Monster Synthesizer at the bottom of the first cave( there will be others). They also are needed if you want to change up the upgrades that use mod points. Not sure you unlocked these, but after finishing the cave( activating the Monster Synthesizer for the first time), you gain access to two monster nests with their own Evolver devices for a chance to capture some higher tier monsters and those require Infinibucks. There will probably be more things. Not trying to justify myself, just mentioning that this currency is kinda slow burn thing.


Sorry for the long reply( I stopped myself actually, I could rant about this thing for a whiiiile, haha) and definitely let me know if you have other things you noticed. You don't sound overly critical to me at all and thanks again.

Abandoned Monsters

I just launched the first version of my hand painted monster collection game. I call it a demo for now but it a has a large fully developed first area done with over 70 monsters to capture!

Abandoned Monsters

I just launched the first version of my hand painted monster collection game. I call it a demo version for now, but it has a large first area fully complete with over 70 monsters to capture!


Abandoned Monsters demo

Designing some worm based monsters


I want to have the next level that contains quite a few cartoony/stylized/linework based creatures, as well as the regular, painted ones. Also I'm making most of those creatures animal themed, so here are a few worm based ones I came up with. 

Been doing way too much coding and not enough drawing recently, it's good to switch it up.

Here's the link to the game on Itchio: https://ultra-shenanigans.itch.io/abandoned-monsters-demo

You start the game as a new researcher who just arrived to the Testing Fields – a strange and mismatched place where various technologies from different factions of this far future world are tested, combined and often discarded. It just so happens that a lot of these technologies require or are even powered by monsters in one way or another. Your task will mainly be collecting and culling various creatures abandoned in the underground here over hundreds of years. 

During my day job I'm a professional illustrator and concept artist and this is very much a passion project. I've been slowly working on it for almost two years now and the game is absolutely full of of my weird art ideas already, even though it's far from a finished version. The demo is fully fleshed out though and it should take an hour or two at least to fully explore.


I could use some feedback on all aspects of the game of course, but right now I'm most interesting in hearing some opinions about balancing and possible bugs I may have missed. Does the game feel like it takes a reasonable amount of time to capture some of the more difficult monsters? That sort of thing is really hard to judge from my side of things as I of course got very used to the game mechanics while testing over and over and it seems fairly easy for me. First area of the game doesn't have to be difficult, but I want there to be a difference between capturing/defeating common and rare monsters already.


Here's the link to the game on Itchio: https://ultra-shenanigans.itch.io/abandoned-monsters-demo

You start the game as a new researcher who just arrived to the Testing Fields – a strange and mismatched place where various technologies from different factions of this far future world are tested, combined and often discarded. It just so happens that a lot of these technologies require or are even powered by monsters in one way or another. Your task will mainly be collecting and culling various creatures abandoned in the underground here over hundreds of years. 


During my day job I'm a professional illustrator and concept artist and this is very much a passion project. I've been slowly working on it for almost two years now and the game is absolutely full of of my weird art ideas already, even though it's far from a finished version. The demo is fully fleshed out though and it should take an hour or two at least to fully explore.

THE DEMO IS OUT NOW!

Finally, I have something fully playable, even if it has only a part of the content I want to eventually include.

Try it out on Itch: https://ultra-shenanigans.itch.io/abandoned-monsters-demo

I would appreciate hearing some feedback if you do. Either here or as comments on itch page. I've been aggressively hunting for bugs for a couple weeks now, so hopefully I didn't leave in anything major, but let me know about that too, if you notice something.

Title Screen


So I'm finally getting to these sort of finishing touches. Not something I spent a lot of time thinking about in advance, to be honest. Here's how the title screen looks:


And here's a little bit of my thinking process:


I'm renaming the game to Abandoned Monsters, instead of Powered by Monsters, which was always a temporary title. We'll see if I like it, there's always time to change my mind again, but at least for now I think I'll keep it. 

I adapted the central green monster using the UI style I have in the rest of the game to work as part of the title/logo based on the 6 armed monster you see on the right. It's not yet in the game, but it will be a bit later and the main reason I decided to use that one was because it has enough arms to hold several small monsters I do have in the game. The two little ones are some of the first monster you can encounter and represent horror and fantasy monster types. I want the green title monster to appear with another arms extended, holding other monsters as you unlock them in the game. Wouldn't that be cool!


The title screen background is just a blurred part of the hub area. You immediately go to it as soon as you click start, so it seems to make sense to use here.


Oh, and I have been writing some introductory dialogs that explain the basics of the game ad introduce new players to the world a little bit. There aren't that many of them so far, but I am no professional writer so it takes me a while to mull over it and to form this stuff into something semi-comprehensible. I wrote all the rough versions for every dialog I want to be in the Demo version and it's about 2000 words. Should explain stuff without being too much of a pain if you tend to skip that sort of stuff. I sometimes do, depending on the type of game. I have over a 1000 hours in Path of Exile and I still have no clue what it's about in terms of story. Alright, rambling done.

I've been on a little side quest, a painting side quest. Here's something I made over a several days, I needed to take a break from mostly coding and technical stuff for the game. I probably won't use this in the game, but who knows, maybe I'll make a functioning monster based on this at some point.


The Dust Fairy loooves dust and is attracted to homes that have plenty of it. He brings some more dust himself of course, to be a gracious guest. If he's really impressed with your home, he might even leave you some allergies under your bed.

His spider friend is very fluffy, if a tiny bit bitty.

Inspired by my hate for dust and every spiderwebby attic in the world.

I used a picture of an old stairway I took for lighting reference, though of course I made it much much worse. The actual one had maybe a single spiderweb in a corner and the spider in it was slightly smaller than this one.

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Monster Evolver

So I think I figured out the Monster Evolver device in the game. You can find two monster nests( later there will be a nest for each new monster evolution line) and call down an Evolver device like shown in the gif below:

Gifs been acting up here for some reason so here is a link to my DA page with the same gifs if these don't work: https://www.deviantart.com/augustinasraginskis/journal/Devlog-39-Monster-Evolver...


I did the crash/splatter animation purely in code because then I can have other Evolvers work similarly but drop from a different angle, splatter different materials and activate without changing anything else or altering animations, so I’m pretty happy about that. Adding the second Evolver I have now was easy because of that.

After the Evolver is activated you can see names and tags of monsters can be spawned if you bring the correct resources and which of those monsters haven’t been captured yet. For now the prices are in Infinibucks, some combination of other low tier monsters and your current HP. If the monster has several prices then they can be paid over multiple games, it’s all saved and displayed clearly if a price is fulfilled. I just added a small image preview for price monsters, so it all seems to work fairly smoothly. Also I added an automatic reward of +1 MOD point for evolving each monster fully for the first time, regardless of whether you capture it or kill it or die in the process. Should be a nice extra reward if the current monster isn’t super useful for the specific upgrades you want.


To add other Evolvers I simply slot in the monsters that will be spawned, select prices from some options, slot in a monster or two to work as a price if I want to and the rest is automatic, so it’s really easy for me to adjust that and should be fairly simple to add different prices later on. It took me only a bout 15 minutes to add a price in current HP option after I tested other prices, so it seems fairly promising. I try to always pay attention to this sort of stuff as well, being a hobbyist programmer I tend to forget wtf I coded before and it can sometimes be hard to sort out what I spaghettified months ago even having in mind that I code it all myself.

Brain Worms

I've been doing a lot of coding and related stuff for the game recently, so for a change of pace I decided to design a few more monsters:

Above is the finished art and I shared the sketches for these a while ago. These will not yet be used in the demo version of the game, but in the next update I want to make afterwards. There will be a whole area where most monsters are cartoon themed, meaning they will be more stylized and drawn, instead of painted like all the previous ones.

Finished Slime Nest and Eye Nest artwork


I actually had quite a bit done for one of these by the time I got to uploading some sketches last time, so I managed to finish these quite quickly. I'm starting to incorporate them into the game, but it needs a decent chunk of new code and I'm feeling hella lazy at the moment, so we'll see how fast or slow that goes.

Planning the last additions to the Abandoned Archives level


I'm adding two little side areas: Slime Nest and Eye Nest. Here are the sketches for those:

The Eye Nest will be close to the start of the level, so easily accessible, but I will probably add a secondary exit to the overworld from the Slime Nest, so it will serve as another access point to the underground areas in general.


I have two lines of evolving monsters in the game right now, one slime themed and one eye themed. Normally you can encounter up to tier 3 versions of those monsters, but in these caves you will be able to fully upgrade them to the maximum 6th tier( maximum for these monsters, I might have higher tiers later on for others).

I'm still working out the details, but the idea is that you can bring a certain device to these caves which can extract genetic info left in the nests and synthesize higher tiers than normally possible. You will have to bring some combination of resources to that device in order to spawn each tier monster which then can be captured and you can repeat the process if you failed or want multiples of the same monster.  This is probably going be the way you will be most easily able to catch evolving monsters in future levels too. At least for now these evolving monsters can go a couple tiers higher than any other monster, so they will be valuable for Cave Drone upgrades I mentioned in recent devlogs and I will probably add other rewards for fully evolving a monster.

The evolving device art is pretty much finished:


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The Other Upgrades

Alright, so here is what the remaining three upgrades do: 


The two Lightning Ring upgrades feel pretty fun, but I gotta say, they are kinda too strong right now. Here's how it looks normally  and how it can look if you have both of them and run into an optimal use scenario( a bunch of monsters tightly packed):

images below are supposed to be gifs. If they refuse to work, check out the same devlog on my DA: https://www.deviantart.com/augustinasraginskis/journal/Devlog-37-The-Other-Upgra...

This needs some more testing so I'm not changing anything at the moment, but maybe I need reduce the damage, kinda make it obvious that this is a large area attack, but each individual Ring has low damage so you need a bunch of them. For me it's visually more fun to have just a ton of them. Also I could make them disappear after reaching a wall so they don't cover such a large part of the map. That would make it so larger open area allows for a larger Ring. 

I found a related bug when working on these as well. Some monsters spawn objects on every hit and that's just not a good combo with a ton of fast low power attacks. You could easily kill yourself or bring down the frame rate or both. I will probably change it so that those monsters spawn something after taking 10 damage, which is how it effectively worked when you had only the basic shots.


Here's a preview of Chaotic Lasering. It starts with 30 randomized projectiles and I tested even with 150. This one starts out a bit week, but ends up quite ridiculous. It can also destroy fragile walls and can be used in combination with regular shooting so I'm much happier with the balance for that. Maaaybe I will do the reverse and buff it a bit at low level.



The Upgrade Menu. After all these centuries!


I had the beginnings of this from almost the start of this game development over a year ago now, but I just now got to finally implementing it properly. I plan to have a fair few more upgrades available later on, but I think these will serve as a good start. I have two types of upgrades, the ones that use monsters you capture and give higher upgrades depending on the tier of the compatible monster and MODS.

Mods can be upgraded via mod points you find by exploring, capturing some of the more difficult monsters etc. The plan is to make at least most of the mods to not have a cap on how many mod points you can invest, so you can use all of them on a single mod even, if you are of the extremely min-maxed mindset. We'll sea how that shakes out in the end.

The upgrade menu as of now:

It fades out and let's you select a monster from your captured monster collection for upgrades. In this example I need to select a monster with the tag EVOLVING tag and I had used up all higher tier ones already so I selected one of the same tier just to show how it looks:


The menu seams pretty simple but of course there are tons of non obvious little problems I've been working out. How to intuitively show which monsters are available, how to sort the various extra smaller menus that pop up, how to change the monster, how to convey sometimes a bit complicated explanations, how to turn off the skill if it doesn't suit your playstyle etc. I think now it works fairly well, but I look forward to releasing the working demo "fairly soon" and seeing some feedback. 


Here are the explanations of other basic upgrades I implemented:

And also here we have a MOD that potentially changes the gameplay quite a lot :


It allows you to play much more aggressively and still capture some monster at the expense of HP.  Also it has a nice synergy with the HP Multiplier Upgrade, as that one heals you when you capture a monster. As I mentioned, mods, including this one don't have a skill cap so you can easily go into negative base HP. This is not an automatic loss, because other upgrades and permanent HP increases found by shooting at monsters a lot,  can pull you out of the negative numbers. However, this is the only mod I have without any cost added if you want to downgrade it and retrieve a mod level( and reduce the HP debuf in this case). Otherwise you might soft-lock yourself and die as soon as you enter a cave area wit less than zero HP.

Lastly, I made one more monster based upgrade( Lightning Ring) and two other mods( Lightning Proliferation and Chaotic Lasering) that serve as upgrades and changes to your weapons and they have more visuals I want to show off.  I'll ramble about those later, but I think they are turning out quite fun so far, possibly a bit ridiculous. 

Monster collection and controls


I've been tiding up and finishing up the monster collection menus. Small, but very important part of the game.

All captured monsters are sorted into categories and displayed in the hub area like so:


The collection shows the type of monster, so in this case Fantasy monsters in the left pillar and Horror monsters in the right. You can also scroll to see how many and what tier monsters are still not captured. Some of the monsters have white lines connecting them, those mark the evolution lines for the monsters that have those.

Also I added short descriptions to each monster together with other info, which you can see if you mouse over them. Some explain a bit about mechanics of a specific monster, some are purely for flavor text:


The controls are getting slightly complicated at this point, so I finally got to adding an explanation about those. These are shown every time you want to enter a cave, and can also be checked any time in the pause menu while in the cave:


It's quite possible I will be adding a couple more buttons for various Cave Drone upgrades I have planned, but I want to display only the base controls until that is unlocked, so as to not overwhelm a new player with too much info at once. I don't know about you, but I usually skim any rules explanation if it's too long and pretend I will be able to figure it out as I go.

Bits and pieces of artwork

I’ve been working on a variety of smaller things for the game, adding some polish and such to the parts of the game that are close to being finished.

Here is an item that grants a skill point used for upgrades. I only had a small green plus shaped icon of it before, and I decided I want have a much larger and fancier version when it is dropped by some of the stronger monsters on first capture, found in hard to reach areas or at the end of a level etc:


I painted the main character you play as a while ago and I decided I don’t like his goofy head. So I changed that. It’s becoming more important after I finally added the dialog system and you can see the characters at full size:


Also it’s been a long time since I drew some monsters and that’s just plain unhealthy. I started thinking about some cartoon themed monsters I want to add into the game after the demo is done. These are some sketches of this evolving golden brain worm guy and he will be drawn using linework, as opposed to being painted later on:


Dialog System


I’m not making a story focused game, but I still need some sort of dialog system to explain a few things about the game and to make it a bit more immersive. I noticed two games back that even a very simple dialog is much better in that regard than a tutorial bubble. At least to me.

I have coded dialog systems before, but I’m not exactly a pro programmer so spaghetti code is wild and I tend to forget what the hell I coded months ago and how to modify it to begin with. I found some simple tutorials for dialogs, no need to reinvent the bicycle after all. I tried copying a specific very simple dialog system that seamed promising, but it just refused to work in the game engine, it showed multiple errors. Could have been a number of things, but the problem is that the tutorial used some code a bit above my knowledge level so it was hard for me to tell that the hell was going on. And the whole idea is to use code that’s easy to modify later so what the hell?

So I decided to reinvent the bicycle anyway and rewrote most of it, just kept a couple things that seemed to make more sense compared to my previous attempts and it works now. Took me less time than trying to debug the tutorial and I know how everything works in it now. Haven’t found any issues with it so far, but of course that remains to be fully tested. Basically, build your own bicycle, I guess.

Also I wanted to blur out the background when entering the dialog to make the dialog window and the characters stand out more. It’s easy theoretically, there are just some image post processing functionality in the engine, but that ended up being a lie. The thing is, the menus and the official documentation for all this in unity says that you can blur out any layers you choose, so you could blur out the background, but not the characters, but that turns out to be nonsense. In the set up I have it either blurs out everything except UI layer, or nothing at all, while showing in the menus that it’s blurring out just the background. Took me like two hours to figure that whole nonsense out and it seems a lot of people were confused by that. Oh well, it’s not worth trying all sorts of workarounds for just that, it’s not a huge issue in my case. I just wish the documentation was a little less ass.

The gif showing how this works is a bit too large to work on this site, but take a look at this same devlog post on my DA page if you want to see that: https://www.deviantart.com/augustinasraginskis/journal/Devlog-33-Dialog-System-1...