When an enemy's health drops below a certain threshold, you can unleash brutal finishers! The threshold and animations scale with the player's level. Here's an example of a finisher using a firearm. š„
Next up
Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. šš”
In Lobo, enemies have a random chance to perform synced attack animations. To enhance the cinematic experience, Iāve added a spectator camera that spawns dynamically to capture the actionācleverly avoiding collisions and obstacles for the perfect shot!
Crafting a sword for a video game! āļø
Iām available for commissionsāwhether itās characters, accessories, or props for your game, donāt hesitate to reach out!
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
@WhistlingWizard is a Jolter to Watch! They post great game dev updates about their game Rose & Locket! Follow them before the quest ends on December 3 and you'll get Coins!
In Lobo, you can now pick up and throw objects to distract enemies, creating the perfect opportunity for stealth kills. āļøš¤«
This isnāt The Matrix, but in Lobo, The Fallen can dodge bullets if theyāre quick enough! ā” To keep things fair, shots under certain conditions can still hit their markāeven out of rangeāthanks to gravityās pull. Balancing skill and challenge! šÆ
@WhalesAndGames is a Jolter to Watch! They post great game dev updates about their game Townseek! Follow them before the quest ends on December 10 and you'll get Coins!
Overview of the aiming & shooting system in Lobo:
1ļøā£ No target: Stronger blur effect
2ļøā£ Target out of range: Red distance indicator + focus
3ļøā£ Target in range: Crosshair UI animates & distance indicator turns white
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