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One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?

Improved lighting

Fun fact about Five Nights at Freddy's : Witness!

36: 4.1.0 released, added a changelog that I will forget to use, enemy attack anims and you can now DODGE their attacks, some changes to mission 00, a new flat testing map, etc, now to focus on making it so the game doesn't gobble performance, new Hud too

SOON!

Test

After a 6-month break due to studies, I'm back to developing my FNAF universe in "Time Of Shadow". Added notes and posters , arcade machines and lighting. Remember, shadows here aren't just shadows.

My friend made this crazy high quality horror game….

yall should check it out and give it a follow

https://gamejolt.com/games/creepybastardd/1026703/followers