One thing we love to do in Unbound is to kill our main character…A LOT !!
I really like the idea of game, have some prevision for release this game?
What a beautiful looking game! I love your main character and am extremely curious about the story here. Will certainly be watching this!
Didn’t post in a while.
But here is a gameplay trailer we prepared for Gamescom 2017
Hope you like it
Foarte tare grafica
Now we have a Steam page for the game.
You can wishlist it here : http://store.steampowered.com/app/814680/Unbound_Worlds_Apart/
Also you can check out our latest death animation:
https://www.facebook.com/UnboundGame/videos/1866589510306822/
Hi,
You make a very good game
I just have a question : do you make a 2D game or do you make a 3D game and you change the camera position ?
I want to start in video games and this information could help me
Ty
Hey Radjesh, the game is 2D and we change the textures on the same sprite
Oh come on, we’ve seen this very idea - and mechanic, mostly - in Soul Reaver series!
Also I have reservations about people opening circles that blot out 3/4 of the screen and change the color sheme in a very acidic way - this is too hard on the eyes if done constantly, so could probably use rethinking. The glare at present is too much, especially in the darker and calmer levels.
Looking great and beautiful, I’m really digging the art style! The jumping looks a bit awkward though, but that might just be me
The jump animation will be changed That jumping is one year old
Very beautiful game and interesting mechanics!
great concept for the ART direction love the color pallet theme per level , as well as the whimsical style of art . many times we build items in a symmetrical orientation but in nature the only time items are symmetrical is to balance a body due to gravity , or adjust to a physics per say reason . in other words unbalanced is better
Good job interesting mechanic with changing enemies with Your ability, I like it a lot.
Could You please elaborate on parallax in Your game ? And how is Your experience with paper sprites ? I find them difficult to work tbh, lighting for some reason doesn’t work for me on them. Greetings !
Thank you guys for support.
@PeterKmiecik
The experience is good so far. The parallax is done using a perspective camera and having actors on different depth (on Y axis), like 0, -100,-300,-1000 etc.
We don’t use any lighting, they are fake (using cones with materials like here : Creating simple God Rays (light shafts) in Unreal 4 - YouTube) or the light is an asset which is draw directly by the artist in photoshop
Spent more time with water creation. Now it looks like this:
For this one to work, we use procedural meshes (one vertical and one horizontal).
On every tick we use Hooke’s law computing a new positions for every vertex. To deform both meshes we use the same vertex position.
Now to create waves, In material, we use convolution method from Epic’s ContentExample project the one with render textures, and we apply the resulting material on both meshes.
Hope you like it
2 months ago we decided to change the art from our game Unbound Worlds Apart since it was way too simple.
Here is an old png with the art:
https://i.redd.it/gldoi3mntzg11.png
Here is the new art:
https://i.redd.it/rfzaohvstzg11.png
So what we did is the following:
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Add 4 or 5 layers in the background to create the parallax
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Add 2 layers in foreground for details
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Add fog in the background
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Add blur in the background
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Make the path more lit
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Add more details in the foreground elements
We finally have a music composer for Unbound
It’s so well done, and well polished. It reminds me of orko from He-man.