
Hi everyone! I've added a spectator camera to make finishers more cinematic. Here's an overview of how the system works. 🎬✨
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. 🔥
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!
Optimizing UI performance in UE5 by consolidating all UMG elements into a single material for better efficiency. 🚀 #GameDev #UnrealEngine #uidesign
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Working on Level Design and Environment Art Direction for the demo—without Lumen or Nanite. Welcome to your house in the forest! 🏡
Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡
This week's #FanArtFriday celebrates Pizza Tower! The game's 2nd anniversary is on January 26!
Unleash devastating finishers when an enemy's health hits a critical point! The animations and thresholds adapt to your level. Check out this melee weapon finisher in action! 🗡️💥
1 comment