Hi! Just wanted to clarify - I am now officially working on ULTRAKILL as a developer.
Unless I specifically say otherwise, the posts on this account are official features, and will be added to the game in a future update (subject to change of course)
Thanks :)
As part of the enemy code rewrite, I've been working on a Behavior Tree system.
Combined with our Timeline, it can be very versatile.
These tools make complex behaviors a lot easier for us to manage, and will help modders create new enemy types.
1/X
#screenshotsaturday
@JohnDon1534241 The goal is to try to recreate existing behavior as precisely as possible (at least, where its fun)
We're collecting feedback from players of various skill levels / types of play to try and figure out what to keep / what is just Jank.
These systems alone can represent very complex enemy behaviors, without having to write any custom code.
They are also decoupled from the ULTRAKILL codebase, so in the long term we hope to make them widely available for others to use in Unity.
Anyway! Thanks for reading! 🍅
I'll be posting any dev updates on Bluesky from now.
I hope the migration lasts - its the most promising alternative I know of.
https://t.co/fySzPjvlQh
Geordie Greep (of Black Midi)'s solo debut The New Sound is available on youtube now, and it's exactly what I was hoping it would be. Clean, sleek, suave and complex with a strong influence of latin rock and some straight-up jazz fusion. Wonderful.
https://t.co/psyfEgldTT
Progress is coming along for the new movement/combat mechanic: the homing kick.
HD: https://t.co/m48CwUlmkn
Also shown is the new air juggling system and limited-time health pickups that are dropped on enemy death.
#screenshotsaturday#gamedev#indiedev
I've been working with @heckteck_dev on the ULTRAKILL enemy overhaul, and we're finally able to show off one of the systems made for it: The Timeline.
Full Video - https://t.co/F9krhTDAmY
#screenshotsaturday#ultrakill