Mik Devlog 3
Heya!
Its the 1. of the Months so its time for another Mik Devlog! Theres been a lot of progress this Month so stay tuned
The last part of the Level 3 is finally finished and now the only thing left to do is to polish up the gameplay and add lore / sfx-

The last area is a large, open and almost completely empty room giving some scary vibes and should leave the player asking "what the fuck is this". Not sure yet what gameplay elements I should put there.
Also the elevator to said elevator is now fully working and you can enjoy a nice longe ride (evangelion reference)

With the completion of Level 3, my current goal is to add a layer of polish to the first 3 Levels to make them playable, and more importantly reviable (Youtubers, Newspages etc..)
[h2]- level design[/h2]
I have started redoing and polishing gameplay and design elements of Level 0. There have been some changes to the gameplay & puzzles but the most noticable things are the visuals:

[h2]- sound design[/h2]
One of the most important things for a game is the sound design. There is now a wider variety of sounds which are placed around the world.
[h2]- lens flare & lens dirt[/h2]
A cool little effect to make the game look better is Lens Flare & Lens Dirt.
Every object in the game with any Luminescence will have this effect applied to the player camera:
Some lights which should be highlited for their brightness / importance will have this effect applied.

[h2]- lore[/h2]
Continued working on writing and implementing the lore in the game trough PC screens, easter eggs and notes.
Along with polishing I started doing some general optimisation for the game. Im far from done since I have a lot of other stuff written down to do (like FSR & DLSS) but the most important ones are in the game now (wont bore you with the details tho)
[previewyoutube][/previewyoutube]
Thats it with this Devlog.
Follow me on Twitter for more sneak peaks and information around the game.
https://www.twitter.com/@stefaaan06
Its the 1. of the Months so its time for another Mik Devlog! Theres been a lot of progress this Month so stay tuned
Level 3 finished
The last part of the Level 3 is finally finished and now the only thing left to do is to polish up the gameplay and add lore / sfx-

The last area is a large, open and almost completely empty room giving some scary vibes and should leave the player asking "what the fuck is this". Not sure yet what gameplay elements I should put there.
Also the elevator to said elevator is now fully working and you can enjoy a nice longe ride (evangelion reference)

Level 1 polishing
With the completion of Level 3, my current goal is to add a layer of polish to the first 3 Levels to make them playable, and more importantly reviable (Youtubers, Newspages etc..)
[h2]- level design[/h2]
I have started redoing and polishing gameplay and design elements of Level 0. There have been some changes to the gameplay & puzzles but the most noticable things are the visuals:

[h2]- sound design[/h2]
One of the most important things for a game is the sound design. There is now a wider variety of sounds which are placed around the world.
[h2]- lens flare & lens dirt[/h2]
A cool little effect to make the game look better is Lens Flare & Lens Dirt.
Every object in the game with any Luminescence will have this effect applied to the player camera:

Some lights which should be highlited for their brightness / importance will have this effect applied.

[h2]- lore[/h2]
Continued working on writing and implementing the lore in the game trough PC screens, easter eggs and notes.
optimisation
Along with polishing I started doing some general optimisation for the game. Im far from done since I have a lot of other stuff written down to do (like FSR & DLSS) but the most important ones are in the game now (wont bore you with the details tho)
[previewyoutube][/previewyoutube]
- GPU instancing
- static batching
- vfx occlusion
- prebaked mesh collisions
Thats it with this Devlog.
Follow me on Twitter for more sneak peaks and information around the game.
https://www.twitter.com/@stefaaan06



