Cloud Killer Devlog #10


Hi everyone!

These past few weeks we have been focusing on getting our second level ready for testing. We have finished the blockout in Unity, placed all the required enemies and pickup, and have started making some more unique models to add in as well. The main structures in the level are textured and are now going through optimisation including occlusion culling and mesh decimation.

Moving platforms have been coded and implemented, and we are continuing to work on bringing our two new enemies (the Snitch, and the Seraphim) up to date in their programming. They will soon be able to work with our more modern mechanics.

An exciting addition to Cloud Killer that we have started implementing is sound! Our sound artist has been working on creating/sourcing a myriad of sound effects to enhance our gameplay. So far, one of our team members has started adding in footprint foley and timing it to the steps of our player. The timing can be fine tuned, but all the set up has been completed.


 In the next few weeks, we are looking forward to adding in the theme music that our sound designer has been creating.

Apart from this, a few minor updates have been made to fix some animation bugs, add in a graphics quality setting that disables bloom when set to low, and a few textures have been updated.

Thank you for following along!

Leave a comment

Log in with itch.io to leave a comment.