Game
Crumbling World

6 years ago

Hi everyone! CrumblingWorld is finally out!
Grab it now! It's 27% off on Steam.
https://store.steampowered.com/app/1003560/Crumbling_World/




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One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?

Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.

Optimizing Crumbling World Hello everyone! I was working on a promising improvement that has the potential to optimize the performance of Crumbling World, especially when it comes to running the game on low-end computers and mobile devices.

I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.

We Are Not Alone in the Fog | Lobo WIP

Quick peek showcasing one of the environments in Lobo.

We are not alone in the fog, and they definitely don’t come alone.

Combat design, environment design, and sound design are still in progress.

For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.

Essentials: resolution, volume, rebind keys, camera, and language.

What settings matter most to you?

Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.

Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.

UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.

Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.

Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.