Mik Devlog 9
Level design, level design... and more level design. All my work for the past year is finally paying off as the different backend systems I developed are finally finding its usecase! From plants to volumetric lighting, this area will have it all.
Im too lazy to write large paragraphs of text so I will let the pictures speak for themselves.
They are finally here! After teasing them over half a year ago, I am finally using the leaf plugin to generate plantlife for different parts of the first level.
I keep saying this and will say it again, something thats very important to me with Mik is that the game runs as performantly as possible as to enable players with low end hardware to play it as well. I have changed some systems (most notably the leaf shader) to use less system resources and changed up parts of the level to allow for higher frame rates. Thats it for this devlog! I appreciate everyones patience for the release and hope to do a public alpha test soon. Join my discord for more news: https://discord.gg/VYUedn5bWE And follow me on twitter: https://www.twitter.com/@stefaaan06
[ 2024-10-02 16:20:38 CET ] [ Original post ]
Heya, its the [strike]first[/strike] second of the month and heres the 9th Mik devlog! First up, some bad news, monthly devlogs will no longer be a thing and will be replaced with bi-monthly devlogs. This is because progress has slowed down because of my school work and me not wanting to make super short devlogs. I post updates and previews to everything you see here on my discord so join that if you are interested.
Level Design
Level design, level design... and more level design. All my work for the past year is finally paying off as the different backend systems I developed are finally finding its usecase! From plants to volumetric lighting, this area will have it all.
Im too lazy to write large paragraphs of text so I will let the pictures speak for themselves.
Plants
They are finally here! After teasing them over half a year ago, I am finally using the leaf plugin to generate plantlife for different parts of the first level.
Optimisation
I keep saying this and will say it again, something thats very important to me with Mik is that the game runs as performantly as possible as to enable players with low end hardware to play it as well. I have changed some systems (most notably the leaf shader) to use less system resources and changed up parts of the level to allow for higher frame rates. Thats it for this devlog! I appreciate everyones patience for the release and hope to do a public alpha test soon. Join my discord for more news: https://discord.gg/VYUedn5bWE And follow me on twitter: https://www.twitter.com/@stefaaan06
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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