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Quick combat update for Lobo

[p]I wanted to share a quick update on the basic combat in Lobo. One of the main changes is that even though the player and the Fallen Sentinel share some animations due to having the same stance, I added an additive animation layer to the enemy to make them feel more zombie-like. Since they are undead, this extra layer really helps sell the concept and fits naturally with the faction’s background story.[/p][p][/p][p]In this video, you can also see the updated visual FX system. In the settings, players can disable gore effects and use alternative visuals instead. This feature was requested several times, so if you prefer not to see blood, you’ll now get cleaner, more friendly, and flashy effects.[/p][p][/p][p]Lastly, I created a simple PCG tool to quickly block out arenas. It helps me define how much space is needed to move comfortably for each mini-boss and boss. Arenas in Lobo are designed to blend into the environment, not feel like traditional combat zones. Just wider spaces where fighting feels good, without constant wall collisions, camera issues, or visual clutter.[/p][previewyoutube][/previewyoutube]