https://www.youtube.com/watch?v=relRxd2_C6o
I accidentally added a new camera and I realized I could used that accident as short intro when you enter a new level. It's just a subtile zoom in but adds a nice cinematic effect.
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.
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.
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.
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.
Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
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.
New trailer for The Wolf in Me.
A narrative-driven action game about losing control.
The more you fight, the harder it is to stay human. 👉 Wishlist on Steam https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.
New inventory UI redesign for my game.
Inventory and equipment now share one screen, built to make decisions faster and easier.
Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.










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