Not prepared for demo playing yet.
Can't believe the last update was 2 months ago... I think I am slow, compared to others. I am updating some gifs about what the game is like now: death effects, pickups, the level art vibes, and so on ( but I don't think it actually has any LEVEL ART because I lack level art practice, and this is currently the best I can do for my game. I am not a professional at all).
⬇ death effect looks like souls vibe, maybe need the particles to do something that is more fancy.. not sure.
⬇ pickups, the item is also some particle stuff. I think I love particles in UE4, I am going to widely use it in all my flowing games.
⬇ level, I put items that you can see it but you have to take a detour to get there ( yes, enemies must waiting for you on your way).
Mostly, the level is using very simple planes with sci-fi looks materials to make the taste (I mean, trying to make taste... ) but the lighting is a bit strange, as you can see, so I still need to adjust it while learning.
As for the combat system and its performance, I don't really have a confident showcase. It needs adjusting. There is a chance that I might attend a local Anime Fes in April, and I might want to test my combat offline first. *It is so simplified, I am not sure. I only wrote blueprints that I can write since I need to understand what is going on in my game, so then I can modify it anytime by myself, by my willings (so I did not use any plugins or market-sourcing codes).
Now the game is full of bugs and features that are not completed, and bugs... need clear all highest priority bugs to maintain a basic game experience.
So see you next time!