Next up
A second try at making mecha combat, much cleaner this time since I know what I'm doing(slightly more than last time). Trying to make it feel both agile and realistic.
Devlog 7: Upgraded Player Model, New Aim Offset, Head Look, and Leopard Crawl.
Made the player model better, added a MUCH better aim offset system, made it so that the player's head turns to your crosshair, and made it so you can Leopard Crawl.
Current progess on this thing, don't know what else to say, you can move around and shoot, and there's a win condition.
@MidnightForge
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Made better gun models, improved the HUD, and started work on a dismemberment system, and started experimenting with getting different systems to create different impacts.
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Episode 3 of IMPRINT, our ZERO PARADES devcast, is now live! Our host, Jim, is joined by producers Jess Crawford and Tom Leigh as they tackle the big questions related to the game's production. Listen now: https://www.youtube.com/watch?v=-ozduZD6gqQ
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.














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