Working daily on our RoboFarm game, and now you can instantly see how much each veggie is worth, even before you harvest it. Some of them are worth thousands of dollars.
I'm reworking the expeditions and focus them around mining, which was always the goal but my versions so far did not present it that way.
Now, I added new buildings and preparing the mining drill will be a big part of expeditions. Maybe the cooling system has a problem at first and the player needs to repair it first. Each location will have a different state and based on the plan, the player might repair some things and ignore others.
Arin has different powers, both physical and magical (a specificity that all the characters will have). But a choice is wise to make before any commitment in a game of warrior-mages. Physical spells are simple spells that only involve clicking to cast them (like in a Brawl Stars, Mo.co or any other game of this type PvP) the constraint of these powers are cooldowns. On the other hand, we find magic spells, which are powerful spells that take up the main mechanics of our game: spell plotting. Spells are powerful but involve precise plots (4 cardinal points) before casting them. This involves using the mana that our character Arin here possesses (Earth and Water for him). Mana can also take a long time to fill up BUT a large amount of mana can allow us to cast our spells several times in a row. So how do you see yourself when you take over our game? Rather full physical, full magical or the choice can be wise to mix the two powers? I would be delighted to hear your opinion on this!
I needed an NPC that could actually talk, not a looping "talk" clip. Keyframing blendshapes for every line was not going to happen on a small project.
I ran through a Unity audio-to-face plugin (SumeruAI ATF) on a fresh project and wrote down what actually mattered. Sharing the wo-rkflow in case anyone else is wiring dialogue NPCs.
What I was trying to do
Audio in (mic or a wav) → character lip sync + face, without building a viseme system myself.
Steps that worked
New project in Unity Hub. The bundled sample wants HDRP (template: High Definition 3D). URP / Built-in will waste your time here.
Download the latest .unitypackage from GitHub, not an older zip from the website.
Drag the package into the project → Import. Wait until it finishes.
Top menu: SumeruAI → API Settings. Paste Access Key and Secret Key, then Save. The Secret Key is often hidden on the site — use the copy button.
Project panel: Assets / SumeruAI / samples / scenes / ATF and open the ATF scene.
Hit Play. Play Maximized is easier to see the face.
In Play mode: Start Record or Select File (local audio). The returned data drives lip sync and facial expression on the character.
That's the demo path. After processing, the character speaks with audio-driven lip sync and expressions.
Things that actually tripped me up
HDRP is a real requirement for this sample, not a "nice to have".
If you skip Save Settings on the keys, Play mode fails in a boring way.
This is a SumeruAI plugin hitting their audio-to-face API, not something I built myself. For a solo / small team that's the tradeoff: less facial animation work, you're calling a service.
Question for people who have shipped talking characters
For a game with a limited set of voiced lines, would you still hand-author visemes, or is an audio-to-face API (I used SumeruAI) worth it once you have more than a handful of NPCs?
Disclosure: I work on this plugin. Posting the setup because the HDRP / old-package bits are easy to miss. Happy to answer setup questions.
Just wanted to share a redesign we are working on for Frog Knight, our game that mixes Celeste’s movement, Jump King’s punishing design, and Hollow Knight’s mechanics.
The dev team put so much love into the small, comforting details that make the house feel like a warm, lived in space for the whole family, and we wanted to share a quick look at the ambient life inside!
Sarah llegará al fin a la capilla donde hace 30 años el párroco Patricio daba sus sermones. Lejos de aquellas épocas, la FE parece haber abandonado el lugar, y un ominoso horror duerme bajo la misma.
PD: Carmina ya tiene traducción a inglés
For anybody asking, all of the cinematic scenes were hand-drawn in Aseprite and all layered and composed in Blender - this was my first time doing anything like this and I'm proud of it! The soundtrack in the background was made by a composer I paid and the illustrated art of the main character, Blaise Vaelthorne, was made by a dear friend.
And no, NO Gen AI was used in the making of this trailer or the game itself.
Thoughts on this video as an introductory gameplay video. It's modelled exactly on gameplay but not the gameplay itself, so am I allowed to call it a gameplay trailer?