https://www.youtube.com/watch?v=g73lAr6d0_c
Hi everyone! Here is some gameplay for the last level I designed for #CrumblingWorld
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.
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.
Here’s a quick look at the second animation—facial expressions and lipsync, created using iClone and Unreal Engine.
Each character’s expression is tied to the tone of the conversation, building on the body animation layer shown earlier.
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.
Sneak peek! Here's a first look at the Skill Tree system in Lobo! Unlock abilities, shape your playstyle, and grow stronger. Stay tuned for more!
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! 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!
Sneak peek at the new UI in Lobo: The Howl Within! Now featuring stylish location introductions when entering new areas + a work-in-progress minimap system to help you navigate the wilds. Built in Unreal Engine 💻
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.
Finally bringing the player character to life! In this quick video, I’m showcasing the first implementation of the actual character model, complete with clothes and gear using the inventory and equipment system. Exciting to see things coming together!
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