29: Setup a 'berserk' mode that you can toggle if you have enough score(It also has a 25% or so chance to happen instead of you dying), it increases your damage and your firerate, lasts 1 minute, and added a sword trail to the sword, a montage for jumping,
Next up
Worked on improving the UI, and improved some other stuff, also released the Movement Alpha
32: Sword slash decals, model changes, font changes, and
Current progess on this thing, don't know what else to say, you can move around and shoot, and there's a win condition.
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.
After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
Working on some additions to the map, also making the hive explode MORE, for literally no reason other than performance. Also gonna make that hurt enemies. I really need to make a loading screen though...
A second try at making mecha combat, much cleaner this time since I know what I'm doing(slightly more than last time). Trying to make it feel both agile and realistic.
He is watching...
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.















0 comments