Next up
Jumping around the hallway!
A bit more design of the second part of the Depot level, now with lighting. Needs additional jellies..
Spent some time to fix metal containers' UVs. Here are before and afters. Gives the scenes a bit more cleaner look!
I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!
As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.
Some more level design of the Depot level. Spreading the rubble, moving the boxes around, putting some lights up.
Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.
Follow it, and you might just uncover something special. Exploration will be rewarded.
Ditched baked lighting, trying lumen now. Surprisingly, it doesn't seem like it takes up that much more performance compared to the previous setup - with a few tricks for optimization, at least.
Adding some rubble, cookies and cakes to the corridor. All the most important items of any space factory.
My new & probably my last project for a while
based on Superliminal fan game I created almost 2 years ago
Gotta finish this artistic shader nightmare
0 comments