Level design is tough, especially in open environments. To manage player movement and define distinct areas, I used PCG to create a forest wall in my game Lobo. 🌲 #GameDev #LevelDesign #UE5 #IndieDev
Next up
Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Overview of the aiming & shooting system in Lobo:
1️⃣ No target: Stronger blur effect
2️⃣ Target out of range: Red distance indicator + focus
3️⃣ Target in range: Crosshair UI animates & distance indicator turns white
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
In Lobo, you can now pick up and throw objects to distract enemies, creating the perfect opportunity for stealth kills. ⚔️🤫
I made the graphic for the Emergency Charge Refill, a new item in the GJ shop.
Purchasing gives a quest that immediately fills charges, and it also comes with animated stickers.
@thoro had the idea of a bottle inspired by Zelda!
This isn’t The Matrix, but in Lobo, The Fallen can dodge bullets if they’re quick enough! ⚡ To keep things fair, shots under certain conditions can still hit their mark—even out of range—thanks to gravity’s pull. Balancing skill and challenge! 🎯
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