Creating a boss for my indie game!
Soul Delivery » Devlog
Hello, guys, today I want to briefly talk about the making of a boss in my game Soul Delivery.
Of course, what you are seeing is not the final visual yet.
First, I modeled the boss in Blender, then handle the UV and color.
I disassembled the boss into parts, so I can animate it in Spine.
Also, the model is baked into 3 maps: Diffuse, Normal, and Emission.
Then, I animated it in Spine, but I had to import the different maps as skins for them to work in Unity.
All right, after importing the assets into Unity and setting up the material and lighting, I finished the boss, it looked just as I expected!
That's all, hope you guys going to like this game, I can't wait to hear your feedback!
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Soul Delivery
A story-driven sci-fi platformer
Status | In development |
Author | SingleMindedRyan |
Genre | Adventure, Action, Platformer, Role Playing |
Tags | 2D, Atmospheric, Casual, Singleplayer, Story Rich, Unity |
Languages | English, Chinese (Simplified) |
More posts
- How I created a boss in my game!Mar 29, 2023
- Soul Delivery Official Trailer 03Mar 27, 2023
- The Official Trailer of my dream game that took me three years to make!Mar 13, 2023
- A simple example of my 3D to 2D workflowMar 04, 2023
- Chapter 2 is coming out on March 10th !Mar 03, 2023
- V0.937 Windows + Mac ReleasedDec 21, 2020
- V0.934 releasedOct 30, 2020
- V0.932 ReleasedOct 26, 2020
- Update10.22.2020 DEMO 0.93Oct 22, 2020
Comments
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I am kinda confused. Is the in game model, a 3d model? Or did you baked the 3d Model textures onto different images and made a 2D boss?
Hi, the game is 2D but all of the assets were made in 3D then baked into 2D images with normal, so it interacts with Unity 2D light to create a 3D-like look.
Thanks for clarifying.