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Leafborn | Play Demo on Steam

@LeafbornGame • 3,599 subscribers

Steam: https://t.co/FC5zjHWVlh Discord: https://t.co/z30hc1sf0z mail: [email protected] @HasanTarhans @apolloox3d @progjent

Shorts

日本の皆さん、こんにちは!僕が一人で作ってるゲーム『Leafborn』です🌿 - 1万枚の葉でできた形のないキャラを操作 - 新しいフォームを発見して変身 - 悪いロボを切り裂いて倒す 気になったらSteamで「Leafborn」と検索、またはプロフのリンクから!ウィッシュリスト登録よろしくお願いします!

日本の皆さん、こんにちは!僕が一人で作ってるゲーム『Leafborn』です🌿 - 1万枚の葉でできた形のないキャラを操作 - 新しいフォームを発見して変身 - 悪いロボを切り裂いて倒す 気になったらSteamで「Leafborn」と検索、またはプロフのリンクから!ウィッシュリスト登録よろしくお願いします!

1,871,464 просмотров

We spent so much time working on thousands of seemingly insignificant details to make this game good. We thought about how every leaf should move, how leaves affect each other, how light passes through them, how they scatter when the character lands... Sometimes we'd spend days on a single animation. There were nights when getting something to finally work kept us awake, and times when nothing went as planned and we deleted everything and started over in tears. We probably spent over 1.000 hours playing our own game just to make the character feel both responsive and smooth. Then we started letting people play Leafborn for the first time. They didn't care about the leaves. They just said the game felt good. They didn't even notice most of the details we'd worked so hard on... 4 sec later, they started beating up robots and didn't stop until the game was over. All those things we'd spent days working on didn't really matter to them. That's when we realized that we could spend an entire week thinking about a single detail, and the player would experience it for a few seconds and move on. I guess that's one of the hardest parts of game development. Something that matters so much to you can be just a few seconds of someone else's experience.

We spent so much time working on thousands of seemingly insignificant details to make this game good. We thought about how every leaf should move, how leaves affect each other, how light passes through them, how they scatter when the character lands... Sometimes we'd spend days on a single animation. There were nights when getting something to finally work kept us awake, and times when nothing went as planned and we deleted everything and started over in tears. We probably spent over 1.000 hours playing our own game just to make the character feel both responsive and smooth. Then we started letting people play Leafborn for the first time. They didn't care about the leaves. They just said the game felt good. They didn't even notice most of the details we'd worked so hard on... 4 sec later, they started beating up robots and didn't stop until the game was over. All those things we'd spent days working on didn't really matter to them. That's when we realized that we could spend an entire week thinking about a single detail, and the player would experience it for a few seconds and move on. I guess that's one of the hardest parts of game development. Something that matters so much to you can be just a few seconds of someone else's experience.

19,758 просмотров

Using 100% of my marketing budget on this stick

Using 100% of my marketing budget on this stick

68,868 просмотров

Bug report: "ground slam has no cooldown" Me: watches the footage Me: working as intended #madewithunity #screenshotsaturday

Bug report: "ground slam has no cooldown" Me: watches the footage Me: working as intended #madewithunity #screenshotsaturday

15,453 просмотров

what if Infamous but the main character is 10,000 leaves in a trenchcoat? ...because that's the game I'm making #madewithunity #newgame #pcgame #indiegame #screenshotsaturday

what if Infamous but the main character is 10,000 leaves in a trenchcoat? ...because that's the game I'm making #madewithunity #newgame #pcgame #indiegame #screenshotsaturday

66,638 просмотров

Let's start to learn Unreal Engine #unity3d #UnityEngine #UnrealEngine #gamedevelopment

Let's start to learn Unreal Engine #unity3d #UnityEngine #UnrealEngine #gamedevelopment

52,174 просмотров

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