Mik-Legacy is a short atmospheric parkour game - a prototype that laid the groundwork for Mik. This is the original version that was meant to release but morphed into the "new" Mik.
Set in an abandoned facility, you’ll chain together movement as you explore empty halls and forgotten spaces. There is no one left around, only the silence of a world that has already passed.
Features
Short but complete standalone experience
Linear, atmospheric levels to explore
Parkour across the remains of an abandoned world
This is an unpolished & short prototype.
Mik 0.5, Devlog 3
The Past few Months have been full of progress again, and there is not much left to completing the Update! All the mechanics and systems are finished and only the levels are left to make!
Anyways, here is a summary of my progress:
The game is now using Unitys addressable System. It allows for loading parts of the level dynamically, meaning that not the whole level is loaded at once. While progressing the level future parts are loaded and past parts are unloaded which uses way less Computing Power and RAM.
The transitions between 2 levels are now seamless, meaning that you will not be sent to a loading screen but continue playing normally without noticing the loading in the backround.

(you go in one side, the previous level unloads and the new level loads and you go out the other side without noticing anything)
I have fine-tuned the Occlusion system so it works better and more efficiently. The Game now also uses Realtime Lightmaps meaning that it is now a mix between Realtime Lighting and baked Lighting, which still allows for shadows but also better performance.
Speaking about performance...
I have finished reworking all of the code to make it more efficient and readable (documentation). I also reworked all of the colliders. Previously, for example a wall, was made out of multiple small colliders which put more strain on the PC because it had to calculate collision for each collider. Now Walls, Floors, and other things that connect to each other use 1 Big collider which is more efficient.
I have finally added a options menu (with cool animations) which currently supports volume changing as well as graphic levels, but i plan on expanding it in the Future.

To the right you can also see a Radio which displays the currently being played song as well as the progress to it.
And finally when when starting a level from the main menu the music now fades out smoothly.
The player now has 50 Different sounds for footsteps for 5 different surfaces as well as collision sounds for the Player and Objects with Rigid Bodies .
There are also some new Music and ambiance tracks added to the game.
Many Objects have more accurate hitboxes now and use LODs (level of Detail, detail of the object changes at further distance).
A big part of my work was fixing a lot of new (and old) bugs, the only notable one for you would be:
after crouching under an object you now automatically uncrouch when its possible.
I have added some new Models to the game and detailed the first level more which is now almost done.
[strike]Some Indev Screenshots:[/strike]

Now, the only things that are left to do is adding steam cloud support (which will be easy) as well as creating the levels (which will be hard). Ill plan the levels out more this time, meaning that I actually think about what to place where to get some actual good level design done.
-Stefaaan, planning to release the Update soon
Heya!
Third Devlog!
The Past few Months have been full of progress again, and there is not much left to completing the Update! All the mechanics and systems are finished and only the levels are left to make!
Anyways, here is a summary of my progress:
Dynamic Level Loading
The game is now using Unitys addressable System. It allows for loading parts of the level dynamically, meaning that not the whole level is loaded at once. While progressing the level future parts are loaded and past parts are unloaded which uses way less Computing Power and RAM.
Seamless level transitions
The transitions between 2 levels are now seamless, meaning that you will not be sent to a loading screen but continue playing normally without noticing the loading in the backround.

(you go in one side, the previous level unloads and the new level loads and you go out the other side without noticing anything)
Changes to Lighting and Occlusion
I have fine-tuned the Occlusion system so it works better and more efficiently. The Game now also uses Realtime Lightmaps meaning that it is now a mix between Realtime Lighting and baked Lighting, which still allows for shadows but also better performance.
Speaking about performance...
More Performance Updates
I have finished reworking all of the code to make it more efficient and readable (documentation). I also reworked all of the colliders. Previously, for example a wall, was made out of multiple small colliders which put more strain on the PC because it had to calculate collision for each collider. Now Walls, Floors, and other things that connect to each other use 1 Big collider which is more efficient.
Main Menu changes
I have finally added a options menu (with cool animations) which currently supports volume changing as well as graphic levels, but i plan on expanding it in the Future.

To the right you can also see a Radio which displays the currently being played song as well as the progress to it.
And finally when when starting a level from the main menu the music now fades out smoothly.
Even More Sounds & Music
The player now has 50 Different sounds for footsteps for 5 different surfaces as well as collision sounds for the Player and Objects with Rigid Bodies .
There are also some new Music and ambiance tracks added to the game.
Other notable changes
Many Objects have more accurate hitboxes now and use LODs (level of Detail, detail of the object changes at further distance).
A big part of my work was fixing a lot of new (and old) bugs, the only notable one for you would be:
after crouching under an object you now automatically uncrouch when its possible.
I have added some new Models to the game and detailed the first level more which is now almost done.
[strike]Some Indev Screenshots:[/strike]


Now, the only things that are left to do is adding steam cloud support (which will be easy) as well as creating the levels (which will be hard). Ill plan the levels out more this time, meaning that I actually think about what to place where to get some actual good level design done.
-Stefaaan, planning to release the Update soon
[ 2023-04-07 13:18:56 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 20.04
- Processor: Intel i5-6600kMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1050
- Storage: 8 GB available space
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