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5 years ago

Hi everyone! This week I have been working on a new enemy... I'm still polishing some textures but he is almost ready to be brought into Unreal. Very excited to see the real character moving with the AI I have been prototyping.




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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?

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?

I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.

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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.

@Miles_Games is a Jolter to Watch, 3D modeler, 2D artist, Music composer, and Game developer!! Follow @Miles_Games before the quest ends on December 23 and you'll get Coins!

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.

In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.

This week's Fan Art Friday celebrates The Amazing Digital Circus! Accept the quest in your quest log to get started.

Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.

And yes, enemies always drop loot. The Fallen even loses his helmet 😄