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3
Game
Demiurge's Spear
6 months ago

37: Newest version released.


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.



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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.

32: Sword slash decals, model changes, font changes, and

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.

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.

A bit trippy and confusing to look at, but I think the material works well.

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.

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.

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.

He is watching...

Beta 3.0 released, added Dodge, Wall jump, added Saving(Beta), Fixed the Ingame Options Menu, can't add a video sadly, my internet decided it's not gonna work for anything higher than 0.3kb today.