Full notes
Full Critical Shift update
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What changed
- Balance
Critical Shift changes
Hi everyone!:)
For our turn-based horror game, we needed a lot of unique corpses. Making them by hand was unrealistic, so we took a different approach. We built a procedural corpse generator.
How it works:
take rigged models
place them into poses using IK
choose the damage level (from "fresh" to a skeleton in a lab coat)
enjoy the result
Everything runs in a Unity + Houdini pipeline.
In the end, all the corpses look different, and the locations feel alive (well, almost). The procedural approach saved us a ton of time and noticeably boosted the atmosphere:)
Source
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