Yeah, that’s what I’m aiming for. Since NACS is a fast-paced co-op roguelike, I want the boss to make players move, talk to each other, and actually use their abilities instead of just standing there shooting.
I’m trying to make each attack push a different kind of reaction, like spreading out, helping a teammate, using mobility, or knowing when it’s safe to go in for damage. As long as the attacks are readable, players should feel like they can learn the fight and get better at it each run.
We’ve been hard at work refining and updating the game’s visual effects. Here’s a look at one of the ultimate ability VFX currently in development. #screenshotsaturday#ue5#gamedev#indiedev
It’s been a minute. We’ve been busy working on the game and having a lot of fun bringing new stuff to life. We’re back now and ready to start sharing what we’ve been cooking up. Thanks for hanging with us. #screenshotsaturday#indiedev#UnrealEngine5#Unreal#indiegame
#screenshotsaturday#ProjectNACS#indiedev#indiegame#gamedev Early look at a couple WIP animations for our Nerd Kid, master of the sciences and boy genius. Stay tuned for a more complete look and gameplay kit of this natural distaster in a bottle.