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8
Game
Demiurge's Spear
8 months ago

31: Enemy counter and different animations depending on what state you're in.


I made an enemy counter, which was actually easier than expected(Simply make an integer in the player, in your enemy, cast to the player, on beginplay just add a delay, and add 1 enemy to the count, then on your HUD just cast to the player and set the enemy counter integer to be your enemy counter HUD element's text.) Then I made it so that you switch to a different anim state when you enter the berserker mode.



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Worked on improving the UI, and improved some other stuff, also released the Movement Alpha

Beta 04 released.

33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).

A knight who refused to die… now fights with what’s left.

The first boss of The Wolf in Me.

Decay took his body, not his skill. Precision. Discipline. Relentless technique.

This is not a monster. It is a warrior.

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...

This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.

30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.

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.

He is watching...

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.