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The freedom of the crafting and decorating system can lead to some interesting decisions lol. but we figure, if the player wants to, why not? doesn't break the game to let them place things where they want to... and if they make weird stuff, so be it
Reworked some of the farming systems to help a bit with more accurate placement. so now the player can walk when they're tending the garden and the hit locator will change colors depending on if it hits something else or not.
Dialogue is in, with conditional checks and branching options as well, its feeling more like a game already
Devlog | Five Nights at Freddy's : Witness
Always start to feel like an official project once main menus and sfx are in lol
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.
took all day but it's all in now. every level gives one point in every stat, and your playstyle will affect your characters stats as well. swinging a sword increases strength, hitting enemies increases sword ability, etc.
Plus weapons. loooooots of weapons. 1H and 2H variants, each with different attack speeds, stamina costs, damage (ofc) and ranges. as you level up with each weapon type you'll get a little faster and hit a little harder.
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
digging the title screen, and the music helps make it feel like a real game lol.
what do you think?
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