Next up
Having been bogged down for WAY to long making a single super-ambitious outdoors level, I've decided to make something that's simpler, quicker, yet more visually impactful.
So here's the first peek at the upcoming Subway level.
The forest level has now received a visual update as well.
Enemy AI and animations are getting some love.
As a continued measure to improve enemies, they're now getting a wider variety of bespoke weapons.
How do you like the Pistol and Elite Pistol?
Anyone feel like a burger? Or some kåv?
Just finished working on muzzle flashes. This is an important part of refining gunplay which in turn is a vital part of making Bad Girl fun and engaging.
Even though Driftfinity was released less than 24 hours ago, I've decided to patch it already. This small patch solely focuses on vehicle handling and makes the car much easier to drift.
I'm still not sure what the protagonist's name should be. Gunhild, perhaps?
I'd love to hear your suggestions
Working on reload animations. You can expect a new devlog video soon.
Over the past few days, I've been giving the main menu some love. Visually I'm quite pleased at this point.










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