
Next up
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.
0 comments