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Demiurge's Spear
1 month ago

Devlog 1: Movement and Weapon




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Devlog 4: Too many changes to write here.

Devlog 3: Added recoil to the weapons

Devlog 2: Added some game feel, and a basic enemy AI, also a basic map, and some GUI elements for the guns.

💬 “What... was that there yesterday ?”

💬 “No idea... but it looks huge.”

💬 "Shall we go ? We can't just stand here."

A tower out of nowhere. No one knows why it's there, or what we'll find. We move on.

Devlog 12: Released the prototype map. Still working on adding the Gamejolt API to it but getting it to work is confusing.

Smart loading, zero immersion break. In Lobo: The Howl Within, I’m using narrow passage mechanics to stream levels seamlessly in and out—no loading screens, just smooth exploration.

Devlog 7: Some death explosion changes for the enemy, and a new enemy type, the Bombardier. Changed the pickups to be closer to the ground and fixed a problem with them spawning too small on an enemy death.

Devlog: 11

Working on adding the Gamejolt API, most menus should be functioning, also working on a prototype for a level. Also fixed the flying kamikaze type enemies, no more crashes from them(HOPEFULLY), released the second Alpha.

the transfer to ue 5 is successful. the game began to look better and also increased. (fps UP)

Devlog 5: The healthbar now changes colour, I added randomly spawning pickups for health and shield, and a new enemy type that currently just follows you around, still working on it's melee code, changed the arena a slight bit too.