Added flight, made it so that the two non-mech ranged enemies only activate if you're above 2500 meters, some VFX changes and improvements, a robotic voice over for certain events, destruction VFX and physics to the enemy spawner, added an outline around the damage marker to make it easier to see.

Next up
32: Sword slash decals, model changes, font changes, and
34: New VFX, some model changes, a new enemy, gibs, new sword effects, finally got a radar working. Working on better level design, and now I need to improve performance, again... Oh and a cutscene camera for melee crits, melee is the only way to heal.
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.
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.
Beta 04 released.
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.
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
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.
PATCH 2 (v 4.9.2) of One More Experiment out now! MAIN FIXES: * Fixed the aim crosshair align * Added puzzles to chapter 8 * Added a secondary ending cutscene * Added a camera zoom feature * Added a hint system Full list: <https://store.steampowered.com/news/app/3508790/view/53325555381…>
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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