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Also gotta love how the engine includes the right steamworks sdk, but then tries to pull from a different version.
Widget interaction componet deciding to be an asshole. (Edit: Great... Xplit just broke... lovely...)
I've just made a pretty big commit. Okay, it's actually pretty small. So small I actually negated the most important part in the description, this commit also standardizes how objects are interacted with.
A knight who refused to die… now fights with what’s left.
The first boss of The Wolf in Me.
Decay took his body, not his skill. Precision. Discipline. Relentless technique.
This is not a monster. It is a warrior.
Updated the first screenshot to include the updates to that section. (Edit: Fixed interaction text being not included in screenshot)
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
Out of the recent project loss, this was what I have been able to salvage, and half of it isn't even my code. (Most of it isn't even actual code, mostly just materials and huds, nothing that will really speed this up)
Alright here is a render of the monitor, because why not.
He is watching...
Friend told me to post something because it'd be funny so here's a komm susser tod cover I'm working on using the super mario 64 soundfont. The piano part is based on already existing cover you can find here. https://musescore.com/user/7586096/scores/3185131











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