Game
Demiurge's Spear
3 months ago

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


I switched to deferred rendering so I can use TSR, but if I can't make it work without TANKING perforamance, I'll switch back to Forward rendering and see if I can make MSAA actually work. Oh and there's now alert voicelines for if your shield is depleted among other things, some model changes, etc.



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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.

37: Newest version released.

34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.

"Laboratory" l The Afton's Register Chapter 2 Cinematic Teaser Trailer

Beta 04 released.

I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for 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...

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).

In Lobo, cozy spots actually heal you. Bed heals 3x faster, chair 2x, campfire 1x. Sometimes survival isn’t about fighting; it’s about resting.

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.