First devlog on Stardance! You might remember this project from flavortown, and I’m going to keep working on it for stardance.
I’ve added a ton of stuff to the game in the last month, like 3 or 4 new player abilities, new animations, and polishing various things based on feedback I received.
The ~5 hours in this devlog were mostly me trying to set up a system where I can have 2 post processing profiles active at once, but affecting different layers. I used this to create an intense bloom effect that only renders on certain sprites, specifically the spark particles in combat. I finally got it working using render features and render graphs, and I’m super happy with the result.
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haven’t seen it on flavortown, but this looks sick
render features and render graphs for layer-specific bloom is the hard way to do it but the right way. spark particles with intense bloom separate from the rest of the scene hits different
wow
THIS LOOKS SO COOOL
THE GAME LOOKS SO COOL WAOW :D
i hope to be able to make a game half as cool looking as yours one day :)
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