it doesn't look like much but desperately trying to keep my scene, all assets and scripts in the 2MB of memory and maintaining good performance, doing a lot of tricks to show and hide objects in the scene at runtime based on triggers

it doesn't look like much but desperately trying to keep my scene, all assets and scripts in the 2MB of memory and maintaining good performance, doing a lot of tricks to show and hide objects in the scene at runtime based on triggers
I was going to try to say something insightful here but I don't know just look at it!
our first demo of Red Veil is now available to supporters. This is still very work in progress, mostly just exploring of the level in greybox but the critical path through the level is done.
after 2 months I have a prototype/demo for Red Veil, mechanically 'complete' in terms of the expected critical path, but still a lot of work to do on optional stuff and environment art. For actual PS1. I'll be releasing this for supporters soon—
the majestic centrepiece of the abandoned courtyard, the Giving Fountain, long dormant but a reminder of kindness
temp lighting and untextured, framerate isn't great but love how this looks
thx @2dchaos.bsky.social for model help
RED VEIL
#indiedev #gamedev #playstation #ps1 #psx #psxsplash #unity
continuing my work on my PS1 Thief-like RED VEIL and sometimes other things I'm working on
weekdays 1100 UTC www.twitch.tv/aeriformdotio
come hang out!
#indiedev #gamedev #playstation #ps1 #psx #psxsplash #unity
some more texture tests—
on stream today started on some texture tests and vertex shading, making them in Gaea 2 and crunching down to 4bit 128x textures so I may have some wiggle room to add a couple of variants to break repetition
Starting more PS1 gamedev stuff if you want to come hang out!
www.twitch.tv/aeriformdotio
doing PS1 gamedev stuff on stream rn—
www.twitch.tv/aeriformdotio