Hi everyone!
I created a mini-tutorial with blueprints in Unreal to move an actor based on another actor's position but keeping a certain distance...very simple and basic.
It was very useful for my Combat Design.
Check it out here: https://youtu.be/AnZ0AotXBUk
Next up
Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.
In Lobo, cozy spots actually heal you. Bed heals 3x faster, chair 2x, campfire 1x. Sometimes survival isn’t about fighting; it’s about resting.
New combat update in Lobo ⚔️ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.
Happy Devruary! Devruary Day 1 celebrates @pm-studios
! They're doing their part to publish awesome games and keep physical gaming alive! We also have a question for the devs of Game Jolt: Why did you start making games?
One of my obsessions in Lobo is giving characters emotions during gameplay, not just in cinematics. Using a simple emotion blend space, I can trigger expressions like anger or fear in real time, even for enemies. Small details, big impact.
In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.
Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.
Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.










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