
Next up
Some new images of the game, set on Cinematic level graphics, my toaster sacrificed itself for these images, R.I.P Toaster Computer.
37: Newest version released.
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Devlog 9: Level Design
Started trying to learn better level design, the maps aren't as ugly to look at anymore now.
The Crash Site
Merged normal animation with some procedural animation, and some tricks I haven't really tried before.
Devlog 7: Upgraded Player Model, New Aim Offset, Head Look, and Leopard Crawl.
Made the player model better, added a MUCH better aim offset system, made it so that the player's head turns to your crosshair, and made it so you can Leopard Crawl.
Worked on improving the UI, and improved some other stuff, also released the Movement Alpha
A mech
Game's being reworked from the ground up, perspective changes, I'm trying out motion matching, and I'm putting some of the things I learn in the development my other game, and the seventy five thousand games I never finished, to use.











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