https://www.youtube.com/watch?v=KnnwrAyFp78
Hi everyone! I'm working on a new patch 1.0.7 for #CrumblingWorld that will be released soon! Please use this thread on #Steam to share your feedback or any ideas/suggestions:
https://t.co/0byfxeEMFs?amp=1
Next up
Excited to share progress on a comic-style shader for the Dynamic Comic Strip System in my game, Lobo! Storytelling with a unique visual twist.
Level design is tough, especially in open environments. To manage player movement and define distinct areas, I used PCG to create a forest wall in my game Lobo. 🌲 #GameDev #LevelDesign #UE5 #IndieDev
Having fun debugging bullet impacts to dynamically change VFX and SFX based on the surface. 🎯💥
Turn on 🔊
As a solo game developer, I have to be creative in turning limitations into features. Since I'm not an animator and can't hire one, I developed a dynamic comic strip system for storytelling instead of cinematics. Here’s the first step—still a WIP!
Breaking down the AI for the enemy in Lobo, revealing how to fake smart and complex behaviors. 🎮🤖
In Lobo, enemies share core behaviors, but each class has its own unique traits and tactics. 🐺⚔️
This video showcases some of the fundamental shared behaviors.
More improvements in my Spectator Camera:
- Spawns perpendicularly to the attack direction for consistent framing.
- Focuses on the victim's head.
- Collides with the environment and auto-adjusts the focal length for optimal shots.
Turning limitations into features, part 2!
Check out the latest improvements to my Dynamic Comic Strip for storytelling in Lobo. I've enhanced the aesthetics with a new shader and added introductory animations and dynamic text for comic blurbs.
In Lobo, The Fallen may not be smart, but they can evade and block your attacks.
Their biggest strength? Their relentless stubbornness to finish you off.
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