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Devlog #5

Hello guys!


In today's devlog, we will focus on the mobility of our Split game.

All the methods presented below should not be used in VR games as they could make you feel sick.

However, during the game, in most modern and many old shooters, the bouncing effect is mandatory. It consists in the fact that while walking, the character slightly tilts up and down, simulating taking steps. If the character can run, he leans noticeably faster when sprinting. The sine function is often used because it does this well enough.



⭐1.One of the first effects that was used in first-person games was that characters were tilted sideways. This is clearly stated in games that are based on the so-called shelling - strafing. It consists in the fact that while holding the knob or clicking the sideways button, the character does not turn in this direction, but walks sideways. The effect that aids walking swings to the right as we go to the right, or to the left as we go to the left. Thanks to the appropriate rotation of the camera, we intensify the emotion of moving the characters, especially when we avoid the projectiles flying in our direction.



⭐2.The weapon is rarely permanently attached to the camera. It should move with the player so that he can feel its weight. Turning When Turning The weapon should turn with some delay.





⭐3.As with spins, the weapon should hold its weight while jumping. When we're in the air, pull us down, and when we land on the ground, it bounce.



⭐4.It is also important to move your weapons while walking. When a person tries to keep something in line in front of him, but it is almost always possible to accept the fluctuations, the stronger the faster we move.




We would also like to invite everyone to our Discord where we will be happy to answer all your questions about the current work - DISCORD

DevLog #4

Hello guys!


First, some important information. A new team is responsible for completing Split. We are Garlic Jam and our team consists of 6 people. We have extensive experience in the games development.

Devlog with number 4 is the first for us.


Currently we focused on work on the level design. You can see the effects on the screenshots below:




Thanks to the tools used, we are able to create atmospheric rooms that can be used to create entire levels.









We would also like to invite everyone to our Discord where we will be happy to answer all your questions about the current work - DISCORD

Woodland Games Discord Channel

Hello Woodland Games Community!



You've probably noticed by now that there's a lot going on at Woodland Games these days. We hope you take it as a good sign, because for us all that news are GOOD 😉

Our projects are evolve: Hell Architect, Taxi Simulator, Autopsy and Ubran Explorer. Each of our games has seen quite a milestone, so it's time to talk about it.

On this occasion we invite you to our where you can make to us AMA session whenever you want 😉



Especially that:
- Kickstarter Hell Architect will be launched soon (stay tuned!)
- Devlog Autopsy Simulator will start in a days
- The city in Taxi Simulator is almost done (really!)
- Urban Explorer is just starting in cooperation with Pyramid Games – soon you will be able to make #urbex also at home 😉

A lot? There will be even more, so join Discord now!

Hell Architect Demo Live on Steam

Hello sinners!



You can check our demo – it’s already available on Steam.

But it’s not all – we are also Live on Steam! If you have any question about our game (no matter demo or full version) it’s good time to join us! ːsteamhappyː

You find us here




Sorry for the confusion, but we are a little bit nervous – it’s our first time in front of camera 😉

Hellish regards,
Woodland Games Team

PS. Don't forget about discord!


Autopsy Simulator is now live on Steam!

Hello guys!

Our new, upcoming game – Autopsy Simulator is now live on Steam.
You can check this out here – https://store.steampowered.com/app/1283230/Autopsy_Simulator/

If you like it remember to add to wishlist.

Best!