
Next up
Devlog 9: Level Design
Started trying to learn better level design, the maps aren't as ugly to look at anymore now.
Game's being reworked from the ground up, perspective changes, I'm trying out motion matching, and I'm putting some of the things I learn in the development my other game, and the seventy five thousand games I never finished, to use.
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.
The Crash Site
Devlog 4: Damage Indicator
I have now added a WIP damage indicator to the game, now you can finally see how much damage you do
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.
Devlog 5: Civilians
Now when going through certain areas, you will find civilians, these civilians will be in multiple stages of being wounded, scared, trying to help the wounded.
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).
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.
Some new images of the game, set on Cinematic level graphics, my toaster sacrificed itself for these images, R.I.P Toaster Computer.











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