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Devlog 9: Level Design
Started trying to learn better level design, the maps aren't as ugly to look at anymore now.
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.
Devlog 7: Upgraded Player Model, New Aim Offset, Head Look, and Leopard Crawl.
Made the player model better, added a MUCH better aim offset system, made it so that the player's head turns to your crosshair, and made it so you can Leopard Crawl.
Play @pm-studios
' Bandit Trap Open Beta!
Grab your rocket chairs, vacuums, and toilet tornadoes! Report one more time for our final beta! Live through March 23rd 6 am CET.
Complete quests based on the game!
Play the beta: https://bit.ly/BanditTrapBeta
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...
BIG NEWS: Your Bandit can wear a Game Jolt hat and shirt in Bandit Trap!
Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta
It ends on March 23rd at 6 am CET!
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.
A bit trippy and confusing to look at, but I think the material works well.
This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.
Defend your home or steal treasure in the open beta: https://bit.ly/BanditTrapBeta
Devlog 6: Minimap, Better Textures, and Better Green Soldier.
Finally added a minimap to the game along with better textures, also made it so the green soldier doesn't have a helmet, radio/backpack, grenades, or canteen on him normally, meaning:












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