https://www.youtube.com/watch?v=UWImF5ZuOBc
I always used #Cinemachine in #CrumblingWorld, blending #gameplay with cutscenes has been the most challenging so far ... This scene goes from gameplay to cutscene, and back to gameplay 🎥
Next up
Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡
This isn’t The Matrix, but in Lobo, The Fallen can dodge bullets if they’re quick enough! ⚡ To keep things fair, shots under certain conditions can still hit their mark—even out of range—thanks to gravity’s pull. Balancing skill and challenge! 🎯
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.
Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !
Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/
Overview of the aiming & shooting system in Lobo:
1️⃣ No target: Stronger blur effect
2️⃣ Target out of range: Red distance indicator + focus
3️⃣ Target in range: Crosshair UI animates & distance indicator turns white
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.
0 comments