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- Frostory
[DevLog] Spider Webs
(Automatically translated from Korean) Hello! Today, we would like to share the process of creating spider webs for our game. Spider webs are obstacles placed on the map that hinder players, but can be easily destroyed.…
Patch notes4 changesMapsGameplay - Frostory
[DevLog] Introducing the Vertex-Based Level Design Tool
(Translated automatically from Korean.) Hello everyone! Last time, we introduced the tile-based editing tool we use. This time, we'd like to introduce another tool our team utilizes for level creation: the vertex-based…
Patch notes9 changesGameplayMaps - Frostory
[DevLog] Introduction to the Tilemap Editor
(Translated automatically from Korean.) Hello everyone! Today, we'd like to introduce our team's internal tile-based level design tool we use for our game development. Our game features a top-down perspective with varie…
Patch notes11 changesMapsGameplay - Frostory
[DevLog] Flight
(Automatically translated from Korean) Hello! In this devlog, we'd like to introduce how the flight system in the game has been improved over time. Early Version The early version was implemented by simply applying forc…
Announcement6 changesGameplayBalance - Frostory
[DevLog] Weapon Rotation
Hello! This time, I’d like to write about how we improved our weapon rotation handling. In our game, weapons rotate for various reasons, which means they can be seen from many different angles. To represent this, we som…
Patch notes8 changesGameplayMaps - Frostory
[DevLog] Pathfinding System
Hello! Today, we'd like to introduce our game's pathfinding system. Steam post image Our first system was a simple tile‑grid approach. With the A* algorithm, it explores the terrain in eight directions: north, south, ea…
Patch notes11 changesMapsGameplay - Frostory
[DevLog] Dynamic Pixel Object Rendering
Hello! Today, I’d like to share the process of dynamically rendering pixel art. The reason for implementing this at first was for a newly added monster. It needed to smash the ground around it freely with its head, whic…
Patch notes7 changesPerformanceGameplay - Frostory
[DevLog] Door Improvement - Editor Edition
Hello! Today, I’d like to talk about the work we did to make placing doors (and windows) easier. In our previous game, placing doors was relatively difficult. The reason it was difficult was because you had to create a…
Patch notes6 changesFixGameplay - Frostory
[DevLog] The Feeling of Passing Through Doors
Hello! Today, I’d like to talk about how we improved the feeling of passing through doors in our game. Actually, this was something we worked on quite a while ago. Initial State of the Door This is the door we originall…
Patch notes4 changesFixGameplay - Frostory
[DevLog] Grass Movement
Hello! Today, I’d like to briefly share how we improved the movement of grass. Initial Version This is the grass that existed in the early stages of development. When we placed it in the game, the static appearance look…
Patch notes5 changesGameplayMaps - Frostory
[DevLog] Bridge
Hello! Today, I'd like to write about how we improved the bridge in our game. In our game, terrain objects like the bridge shown above appear frequently. Although it looks simple, it was outside of the in-game tile syst…
Patch notes9 changesGameplayMaps - Frostory
[DevLog] Terrain Lighting Effect Improvement
Hello! Today, I'd like to briefly write about how we improved the terrain lighting effects in our game. Our game's original terrain lighting was implemented by storing light information in screen space. This means that…
Patch notes4 changesMapsGameplay - Frostory
[DevLog] Terrain Height Differentiation Display
(Automatically translated from Korean) Hello! Today, we'd like to briefly write about a graphic effect for differentiating terrain of different heights. Our game features the concept of elevation in its terrain, and lan…
Announcement6 changesMaps - Frostory
[DevLog] Rope
Hello! Today, I'd like to talk about the process we went through to create the initial rope in our game. What is a Rope? In our game, the rope is an object that players can grab and hang onto. It is mainly used to diver…
Patch notes6 changesMapsGameplay - Frostory
[DevLog] Shadow Map
Hello! This time, I’d like to share the story of how we created the shadow map. Our team consists of just two programmers, so the game tends to look visually plain. As such, we’ve been thinking a lot about how to make t…
Patch notes9 changesFixMaps - Frostory
[DevLog] Dialogue System
Hello! We are Team OOPArts, currently developing Frostory. This time, we’d like to introduce the dialogue system of our game. At the beginning of development, we were quite inexperienced in optimizing our workflow. We e…
Announcement3 changesMapsGameplay






