https://www.youtube.com/watch?v=4LtjqNw9ycQ
Hi everyone! I'm still working on my new #AI based on State Machines, but here is some progress on real combat.
Next up
UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.
Adding keyboard + mouse support to The Wolf in Me playtest.
Controller-first design, so seamless switching between mouse, keyboard, and controller has been a fun challenge.
All prompts update instantly.
Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.
Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/
I’ve been turning friends into NPCs for my game.
This is Rob.
He wanders the wilderness, lighting campfires in the darkest places. He doesn’t judge. He just sits with you… and helps you find your way.
“Not all light comes from lanterns.”
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
Optimizing Crumbling World Hello everyone! I was working on a promising improvement that has the potential to optimize the performance of Crumbling World, especially when it comes to running the game on low-end computers and mobile devices.
Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/
After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but it’s exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.










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