Hi everyone!
In this new devlog, I will explain how I became a recipient of the Art Star Program and my journey to become a Game Dev and a 3D Artist.
Check it out: https://youtu.be/rjvLQDaepy0
Next up
Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.
And yes, enemies always drop loot. The Fallen even loses his helmet 😄
We Are Not Alone in the Fog | Lobo WIP
Quick peek showcasing one of the environments in Lobo.
We are not alone in the fog, and they definitely don’t come alone.
Combat design, environment design, and sound design are still in progress.
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.
This week's Fan Art Friday celebrates The Amazing Digital Circus! Accept the quest in your quest log to get started.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
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.
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
Meet the Fallen Sentinel, an undead warrior who still fights like a master. Light attacks, stamina dashes, Fear-based blocks, perfect parries, and brutal guard breaks make combat in Lobo tense but approachable.










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