5 years ago

Today I have been working on my textures and fixing the fur that was overlapping some areas of the armor and accessories... What do you think about the texturing so far?




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In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.

Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.

In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Quick combat update for Lobo ⚔️ Undead enemies now have subtle zombie-like animations, optional non-gore FX, and arenas that blend naturally into the world using PCG tools. Combat should feel smoother and more readable.

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Do you like to spam attacks? Enemies in Lobo won’t let you. They dodge, dash, or counter with unblockable moves to break button mashing and keep combat dynamic.

No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.

Some the Prototype renders i made because i was bored

One of my obsessions in Lobo is giving characters emotions during gameplay, not just in cinematics. Using a simple emotion blend space, I can trigger expressions like anger or fear in real time, even for enemies. Small details, big impact.