Next up
28: Added some more VFX and SFX, working on making a melee attack, you build up momentum now, new enemy type, an anti-air enemy, it can't really hit you on the ground unless you're far away, but if you're in the air you're in it's sights.
Devlog 23: Busy with a new map, added some floaty things to the character's back, added a cockpit like what you'd see on a fighter plane. Now just for the pilot, probably gonna be slow on the development(Ain't I always?) Just got Zone of the Enders HD.
29: Berserk mode and sword trail.
I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!
As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.
Follow it, and you might just uncover something special. Exploration will be rewarded.
Devlog 24: Working on a bunker that'll act as a hub world, with a hanger for the Angelos, a dorm, maybe even a npc or two.
Beta 2 has been released.
My new & probably my last project for a while
based on Superliminal fan game I created almost 2 years ago
Gotta finish this artistic shader nightmare
Devlog 26: Fixed the bombardier enemy(The kamakazi one), the Imitation can now damage the player if the player hits it's spikes, changed how the health pickup and shield pickup look.
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