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
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.
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.
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.
Working on some additions to the map, also making the hive explode MORE, for literally no reason other than performance. Also gonna make that hurt enemies. I really need to make a loading screen though...
After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
Current progess on this thing, don't know what else to say, you can move around and shoot, and there's a win condition.
A bit trippy and confusing to look at, but I think the material works well.
He is watching...
32: Sword slash decals, model changes, font changes, and














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