
Next up
-Evenin' all -some Power UP Staff testing (only 1 per map/match). 1-hit kill, slower bolt projection rate, so as not too OP. -Susat
Hi all, 'just working on the team; capture control borders :)
Made myself chuckle... (watch till the end) -the final (caged walker) will actually be a small dragon/fairy -something like that >:)
The device initiates (or deactivates) Mana Regen for the team -depending on the controlling Team. Audio is a placeholder.
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.
An updated version (last one), from a snippet for the game trailer; Warlock Wars.
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.
A late-night working on Artillery testing. Perhaps too OP atm; 40 AOE damage, + only 15 Mana cast cost. Each spawn c. 4-5 smaller explosives + player 'homing' directional. Set to detonate after 4 sec's or @ 25m above the ground. Susat
-Just working up Dock detailing for Dragon House on; Warlock Wars. More assets to create still -a team capture opens up the ability to purchase a sniper staff: for the team. The bridge is on a timed trigger, so some interesting deaths, hopefully -Susat
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
I was looking to create some kind of animated short movie for a game trailer, then thought, why not just do it in 3D/Game Engine! -first draft. (Sorry for the volume).
0 comments