More Combat Design in Lobo: Eliminating an enemy might trigger an investigation. Enemies will scour potential hiding spots, favoring locations behind walls, intensifying the hunt.
Next up
I'm creating a game-ready character inspired by Akira Toriyama for the 2024 Reallusion Character Contest. Look at these renders showing off facial expressions and detailed skin features, including tattoos.
Full process here:
https://blenderartists.org/t/2024-reallusion-3d-character-contes…
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.
Happy Video Game Day! 🎮
Celebrate by completing our quests!
(They'll be in your quest log until September 19th.)
Crowd control and combat in Lobo: The player has a set number of tokens. Enemies check for available tokens to see if they can engage. If a token is available, they attack. If not, they circle the player and wait their turn.
@GabrieleGiuseppini has added exclusive Floating Sandbox avatar frames, stickers, and backgrounds for all of you!
Set sail to the shop and collect 'em all! https://gamejolt.com/#shop
Happy #screenshotsaturday! 🎮✨ Check out the first version of the seamless transition from comic to realistic style during gameplay in my game Lobo.
Blocking out the design for a new level and running tests in Unreal Engine for my game Lobo. Excited to see how it all comes together! 🚧🎮
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Why are headshots so satisfying?
It’s the perfect balance between risk and reward.
But be careful—in Lobo, a missed shot means trouble. The noise and enemy reactions will alert nearby foes! 🎯🔫
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