Sneak Peak


Greetings volunteers,

I’m happy to announce that Bureau’s Descent will be getting a complete overhaul!

I’m switching away from the HDRP template, as it was killing the performance of the game and I needed a clean workspace, as most of my “top tier programming” didn’t allow for changes in the game, or using it in another scene.

So, what’s going to be changed?

Well, I’m working on improving my models for the game. Most models used were hand-crafted in a limited amount of time with almost no true experience or goal. I’ve remade the elevator and changed it up and will not look the same. The current model’s design might be used for other parts of the game in the future, but for now, it’s none of my concern.

There will be a new “enemy” type, a drone! (not that I put much thought into it anyway :p)

The drone will follow the player once it spots the player. Maybe it attacks or shoots the player? I’m still trying to get some idea’s, but the images attached are sneak peaks into the development process in URP.

And for gameplay, I’m not a 100% sure that the game will ever be the same as it was, because it wasn’t really that enjoyable. With that noted, I’ll be working towards a more performant and more fun game. The base concept of Bureau’s Descent will always stay, as long as I can call it Bureau’s Descent. :)

URP - Ultimate Random Pipeline

(for those not knowing what URP is, URP is a render pipeline that you can change, like fancy shaders in minecraft)

I have decided to use URP instead of HDRP for the project for cross platform options and performance. Though I’ve never used URP, it can’t be that hard right? If only there was a reason for all those random icons in the editor, I would like it much more.

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