News and Christmas Event!
🎄 News and Christmas Event!🎄
Christmas or ‘Jul’ as we call it in Sweden is closing in and we would like to do a Wish-for-a-ingame-feature-for-xmas event!
Are there any features you would like to see in Vessels of Decay? Tell us about it in the comments and your feature might end up in the game!
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👷 What I've been working on👷
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This week I’ve continued to work on the platforming. I have also implemented some new audio effects and done some visual improvements.
The platforming bit is mostly technical and makes level design easier. To put it simply, there are two separate objects for platforms you can climb and “edges” you can only fall down.
The audio effects are something I’ve been wanting to do for a very long time: reverb. That is, when you enter a building, all sound effects have a reverb to them (like a soft, immediate echo). This improves the atmosphere in the game immensely and really makes it feel like you are moving through old abandoned concrete ruins.
The visual improvements are also something I’ve been thinking about for a long time: do I use side walls or not? I feared using a forced perspective like that wouldn't fit the game's graphical style, but I finally decided to try it out, and I think the change is for the better. (this also makes a certain boss fight waaay better!)
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📰 Implemented Features This Week:
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Until next time!

Christmas or ‘Jul’ as we call it in Sweden is closing in and we would like to do a Wish-for-a-ingame-feature-for-xmas event!
Are there any features you would like to see in Vessels of Decay? Tell us about it in the comments and your feature might end up in the game!
----------------------------------------------
👷 What I've been working on👷
----------------------------------------------
This week I’ve continued to work on the platforming. I have also implemented some new audio effects and done some visual improvements.
The platforming bit is mostly technical and makes level design easier. To put it simply, there are two separate objects for platforms you can climb and “edges” you can only fall down.
The audio effects are something I’ve been wanting to do for a very long time: reverb. That is, when you enter a building, all sound effects have a reverb to them (like a soft, immediate echo). This improves the atmosphere in the game immensely and really makes it feel like you are moving through old abandoned concrete ruins.
The visual improvements are also something I’ve been thinking about for a long time: do I use side walls or not? I feared using a forced perspective like that wouldn't fit the game's graphical style, but I finally decided to try it out, and I think the change is for the better. (this also makes a certain boss fight waaay better!)
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📰 Implemented Features This Week:
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- Reverb for SFX when inside buildings.
- Side walls for better depth perception (Visual only).
- Minor tweaks for the new platforming system.
Until next time!
