Mik Devlog 8
Like in the previous month's devlog, the main focus was on finally completing the introduction level, which so far, is the most complex and time-consuming level in the entire game (There are already other levels finished, I just decided to make a new starting level). This is because of the sheer scale of it, the new advanced lighting, as well as the tons of new assets that came along with it. A big inspiration for this area was both the starting area of Portal 2, but also NaissanceE which has an amazing vibe to it. Essentially, the goal was to create a "grand introduction" with this giant, but still somewhat grounded area. Anyways here are some screenshots.
. Along with the development of the first level. I realized that I was getting more and more lenient with poorer performance (which would be worse on low end devices).
. Mik now supports AMD's open source upscaling solution. There will be some more advanced customization for it in the settings menu, but for now it should help boost frame rates.
Much of the entry level as well as other levels have been changed to allow for better performance. That's it for this month's (slightly) shorter devlog. Stay tuned for future updates!
[ 2024-09-01 17:51:48 CET ] [ Original post ]
Heya, it's the first of the month and I'm back to posting monthly devlogs! This month I mainly focused on completing the introduction level as well as bringing big advancements in optimisation to the game. I do post previews on my discord so join that if you are interested.
Introduction Level
Like in the previous month's devlog, the main focus was on finally completing the introduction level, which so far, is the most complex and time-consuming level in the entire game (There are already other levels finished, I just decided to make a new starting level). This is because of the sheer scale of it, the new advanced lighting, as well as the tons of new assets that came along with it. A big inspiration for this area was both the starting area of Portal 2, but also NaissanceE which has an amazing vibe to it. Essentially, the goal was to create a "grand introduction" with this giant, but still somewhat grounded area. Anyways here are some screenshots.
Optimisation
. Along with the development of the first level. I realized that I was getting more and more lenient with poorer performance (which would be worse on low end devices).
FSR 3.1
. Mik now supports AMD's open source upscaling solution. There will be some more advanced customization for it in the settings menu, but for now it should help boost frame rates.
General Optimisation
Much of the entry level as well as other levels have been changed to allow for better performance. That's it for this month's (slightly) shorter devlog. Stay tuned for future updates!
Mik
Stefaaan
Stefaaan
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://stefaaan06.com/
https://store.steampowered.com/app/2547010 
Mik is a story-driven and fast paced first-person platformer game in which you explore a detailed and interactive abandoned facility. Run along walls, jump over cliffs and learn more about Revelo Robotics' past.
The gameplay includes
- Wallrunning
- Jump & Run
- Puzzles
- Interactive objects & screens
Special features
- Single player story
- Detailed and immersive levels
- Fast gameplay
- Steam-Achievements
- Statistics & Leaderboards
- Interactive world
MINIMAL SETUP
- OS: Arch/Ubuntu 11
- Processor: i7-7600kMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: GeForce GTX 1660
- Storage: 5 GB available spaceAdditional Notes: May change as development continues
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