https://www.youtube.com/watch?v=iwwDhmyVpQU
I have been implementing ragdolls and physics to #CrumblingWorld. Now you can get rid of enemies by using elements in the environment ... A fun way to reward smart and creative players
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It’s always fun turning loved ones into game characters! This time, I used my brother as the reference for Cristian the Taverner—one of the warm (and slightly grumpy) faces you’ll meet at the local inn. More characters coming soon!!
Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !
Designing systems is challenging, but making them work together is even harder! Here’s the new UI design for the Dialogue System interacting with the Quest System—assigning new quests, completing old ones—and the Save & Load system recording every step.
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/
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.
In this quick peek, I’m testing the first animation layer for Lobo’s dialogue system: body animations Next up: facial expressions and lipsync— I'm getting closer to fully immersive dialogue!
All implemented in Unreal Engine 5 🎮 Thanks for watching!
A short sneak peek at new locations and environments for Lobo. Built in UE5 using PCG and Dash, fresh areas filled with quests, encounters, loot, and lore. Exploration is highly rewarding—stay tuned for more! Wishlist: https://store.steampowered.com/app/2486160/Lobo/
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.
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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