We are Klonk-Games from Munich. We’re busy working on our own game Mercury Shift 3D, a couch co-op platformer for two people.
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One of the recent versions of Unity introduced a wider variety of Custom Attributes.
For example, to spice up your boring Editor-exposed floats, you could add the Range-Attribute to get this:
[Range(0.0f, 10.0f)] public float someVariable = 0.0f;
But how do you create something like that yourself?
It still is our first year of being in “business” and we have been doing great.
We will be missing the great people of the Mediadesign Hochschule. It is the place we learned most of our knowledge and where we built the team. It is also the institution that gave us the opportunity to start our company without the hassle of finding an office and getting equipment.
Thank you guys for being magnificent hosts and always supporting us.
Without you, things would probably not proceeded as smoothly as they did for us. There were a lot of people responsible for this. Just a few to point out:
In this last bit, we’re going to cover the progress made by the art department of Klonk Games. This will be a bandwith-intensive post, as we are trying to show off a lot of the recently added graphics in form of static images and GIFs.
I will be picking a few cherries here, as showing off all the new things would be a bit too much. Sorry for all the things you might be missing because of this. I hope you’ll find out after release.
Over the course of the last weeks, we made new assets. They were all handcrafted and selected by our finest polygon chefs.
The now somewhat famous “bonus object” (https://www.youtube.com/watch?v=Ohi7LmpQHik) has to be brought in a receiver where it dissolves into confetti. This receiver is now in place and working, including a small opening and closing animation.
The object itself reacts to proximity to the receiver by changing shape and animation.
We are filling the backgrounds of the levels with, well, stuff. A few of them shall be showcased here:
In this post we will be looking at some of the things the code department has been doing during the last months. Mic built some cool tools for the Unity Editor and Rika was busy implementing player functions. But let’s go into more detail:
For this part of the megapost, we will be documenting the progress of the code department.
Above all, there’s bugfixes. Mic and Rika fixed so many bugs recently. Countless things they have solved, busy bees. So let’s get started.
After a long pause, here comes the awaited blogpost of it all. It is a megapost, so we devided into a few chew-able bits. We have to catch up a bit with the devblog of Mercury Shift and we haven’t been posting much recently.
A lot of other things have been happening, I can assure you that. As a small teaser, here are some recent screenshots of the game:
But now here is what happened in the last few months in the gamedesign department: