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Demiurge's Spear
2 days ago

32: Sword slash decals, model changes, font changes, and


Added sword slash decals, took a bit to figure those out but managed to do it, basically just do a normal bullet hole decal, line trace, get the rotation of the sword mesh and voilà, new font, and the player and sword model's changed a bit, some changes to the slash VFX, also added more animations to slashing.



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Beta 2 has been released.

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

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.

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.

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.

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.

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

27: Made custom muzzle flash VFX using Gimp and Blender, also finally found the fix to making the scrapping VFX work and added a Warning flash and beep when you get damaged after your shield runs out. Think I should probably make the shield larger though.

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

29: Berserk mode and sword trail.