https://www.youtube.com/watch?v=5xr_ae055Xo
I have been working on the #UI and some bug fixing for the last days, not so much exciting progress to show but here is the new UI for the Load Game and the Game Modes.
Next up
Jump And Grab Edge System Since the last update, I have been working on the Jump and Grab Edge System for Crumbling World. I decided to rework these movement mechanics, as I thought it would be great to add a bit more complexity to each of the levels.
Designing Levels That Tell Stories I'm always looking for ways to add variety to my levels—making them fun to explore, full of surprises, and visually rich with storytelling. In Lobo, every path has a purpose, and every obstacle has a story behind it.
Lighting, scale, and mood guide players into a world of mystery.
No Lumen. No Nanite. Just global illumination, LODs, and optimized geometry—crafted for performance and atmosphere.
Are you ready for your next adventure?
Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.
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.
Hi everyone! This is a small patch that fixes a bug in the Unique Enemies spawner. Thanks so much for keep reporting bugs and issues. I appreciate it very much!
Maybe you can block enemy attacks... But if you run out of stamina? You’re stunned. Time it perfectly though, and you trigger a counter that knocks enemies back—giving you space to reposition or fight others.
Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.
Follow it, and you might just uncover something special. Exploration will be rewarded.
Disclaimer: Don’t watch if you have motion sickness 😅
Unreal’s first-time shader stutter? I made a tacky fix in Lobo: a hidden camera rides a spline through tricky spots, preloading all shaders. Player sees nothing. Game runs smooth. 🎩✨
Heavy attacks come at a cost.
In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?
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