Hi everyone!
I just published a devlog showcasing the progress done for my game in February.
Check it out!
Next up
When an enemy's health drops below a certain threshold, you can unleash brutal finishers! The threshold and animations scale with the player's level. Here's an example of a finisher using a firearm. 🔥
Testing enemy reactions and fine-tuning the timing window for perfect blocks and counterattacks in Lobo. Each enemy brings a unique challenge! 🛡️⚔️ #GameDev #IndieGame #ue5
Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign
yes... Spiritwell is still being worked on...
Work in progress: Inventory and equipment system updated with new slots for my game, Lobo! 🛡️🎒 #GameDev #IndieGame #uidesign
I've been trying out Linux (Ubuntu), instead of Windows, this weekend. It has been working very well, and it is so much better and faster than Windows! Unreal Engine Editor works SO MUCH SMOOTHER on Linux too!
Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡
Throwable items in Lobo can stun enemies, giving you a tactical edge. But beware—they’re noisy and might attract unwanted attention from nearby foes. Use them wisely! 🎯🧨
Mia Meets William | Work In Progress | EXCLUSIVE SCREENSHOTS | Five Nights at Freddy's : Witness
Screenshots taken in both: High and Cinematic Graphics
In Lobo, enemies have a random chance to perform synced attack animations. To enhance the cinematic experience, I’ve added a spectator camera that spawns dynamically to capture the action—cleverly avoiding collisions and obstacles for the perfect shot!
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