Once slimelight was approved for proof of concept, I moved forward into prototyping.
In order to prototype efficiently, Assets were bought and cannibalized for features, as well as code being re-used from earlier projects.
One of the first things I developed was a decal shader and particle system tie-in for slime splattering.
I also used the asset ProBuilder and ProGrids to efficiently prototype level designs and layouts for gameplay, as well as having all enemies use the same models for efficiency.
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