Devlog 64: More Combat Features in Lobo


Hey everyone! Welcome back to another devlog for Lobo. For those who are new here, Lobo is an action-adventure game set in a fantasy world where humans and werewolves clash for survival. This month, I’ve been working on some exciting new features, including combat upgrades, UI improvements, and inventory updates. Let’s dive right in!

Stunning Enemies
You can now stun enemies with throwables! This creates a short window to attack or take other actions. But be cautious—throwables still break, making noise and attracting nearby enemies.

Spectator Camera
I’ve added a dynamic spectator camera that frames the best shot during gameplay. It avoids obstacles, adjusts the lens, and adapts the field of view for a seamless experience.

Finishers
Finishers are now in! If an enemy’s health is below a threshold and they’re within range, you can execute a finishing move. These variables can be upgraded through the character’s skills as you level up.

Counterattacks
Combat now includes counterattacks. Time your block perfectly during an enemy's attack to strike back. The timing window can also be upgraded with character progression.

UI Optimization
I optimized the inventory UI by combining all elements into a single material. Now, states like borders, backgrounds, and icons can toggle dynamically. For tips on UI optimization, check out the talk "20 Things You Should Be Using in UMG"—link here.

Inventory and Equipment
Here’s a quick update: I’ve integrated new inventory slots. When you navigate equipment, the camera zooms in on the character for better inspection. You can even rotate the character to see all the details.

Wrapping Up
That’s all for this month! Thanks for watching. Subscribe for more updates, and don’t forget to wishlist Lobo on Steam to support the project.

Have a fantastic holiday and a Merry Christmas!

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