Kyle Banks

Filed Under #gamedev

This post is a continuation of Sprite Shader Effects with Unity and Shader Graph, Part 1 where we started by creating a simple sprite rendering shader in Unity’s Shader Graph. If you’re already familiar with Shader Graph then I don’t expect you’ll need to go through Part 1 to understand what’s going on here. But, if you haven’t used Shader Graph or the new Sprite Lit Graph shader template, or just need a refresher, then...
Shaders, those mysterious programs that somehow instruct the GPU how to render objects and effects in our games, are a great way to introduce effects that make your game stand out from the crowd. However it can be quite daunting figuring out where to start and how to write even the simplest shaders. They’re written in esoteric languages and have a variety of peculiarities that make them difficult to pick up, but because they’re so...
It’s been about a week and a half since I first wrote about Siren Song, the 2.5D platforming/survival game I’ve been working on. Since then I’ve accomplished quite a bit, including a full rewrite of the movement systems, implementing the dive computer, tracking and limiting oxygen use with an exertion system, and a whole lot of work on adding in hazards like sharks, octopuses, fire coral, sea urchins, and more.

Siren Song, Devlog #1

May 23, 2020
It’s been a long while since I’ve written anything on this blog, but I’ve got a really solid side project going and figured it would be interesting to write about it. The project is a procedurally generated 3D platformer called Siren Song, where you play as a diver with ambitions to reach the deepest depths of the ocean.