Dev Log 3: Shaders

A couple weeks ago I started venturing into shaders in the unity engine. More specifically using the shader graph, and well I can safely say I learned a lot, and in the future I will make sure to start off my projects by updating the render pipeline to avoid problems like this.

Whoops I broke the render pipeline.

The reason I did all this was to try and capture some of the ascetics of the game Octopath Traveler. I needed to be able to use shaders to make that happen, for both spell and attack effects. I also inadvertently made the lighting look better in all my scenes.

The Unity shader graph is a monster to learn, and I have barely scratched the surface. But thanks to a couple YouTube channels I have been able to start delving deeper into this complicated system. I’m excited to be able to create even more cool effects with the shader graph in the future.

Overall the effects turned out well

Game of the Week: Skul: The hero slayer

So when I began working on updating the shaders I was playing a game that had just released at the time, Skul: The Hero Slayer. A wonderful platforming, reverse RPG where you play as a skeleton getting revenge on the heroes for capturing the demon king. It was a very enjoyable experience with a lot of very fun additions, such as fighting heroes that get stronger against you when you die to them. Lots of amazing pixel art, a very solid soundtrack, and an unexpectedly touching story. I’d highly recommend going to check it out, as it was an absolute joy to play through, and I will continue to play the game as they add more content in the future!

Thanks for reading! Follow me on twitter for more consistent updates.

o/ Ryan – Ventus Games Lead Programmer and Designer

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