Proper timing and spacing is crucial in order to defeat The Devil's Eight
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After modeling, rigging and texturing the Heretic is finally ready to join the fight in the sixth circle, Heresy
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Previously on The Devil's Eight: The Machine had been updated and was operational once more. Now we're working on doing the same for the creator of the Machine, the Heretic
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Testing out our latest UI update before working on some new content today, definitely will enjoy the latter more
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Diving back into the Inferno after a nice holiday break, fully recharged and ready to take on The Devil's Eight
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Gluttony is blind however his hunger can drive his other senses wild giving him something greater than normal sight to catch his prey
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WIP adding more detail and layers to Gluttony's music visualizer
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Shockwave attacks can now be countered but only with the player's shield slam special #screenshotsaturday #gamedev #indiedev #UE4
working on the effects necessary for countering the shockwave attack
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The first of many attacks in Gluttony's arsenal, shock wave slam!
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Getting back into the swing of animating, here's a wip of one of Gluttony's attacks! #indiedevhour #indiedev #gamedev #Blender3D
Whenever Gluttony slams the ring it will create ripples along it and generate a shockwave attack
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Working on a shockwave/ripple effect for whenever Gluttony slams down on the ring #indiedevhour #indiedev #gamedev #UE4
Changed Gluttony's material to a dynamic one to control his neon markings for specific music sections
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Gave the projectile tutorial another hand to really prepare you for the second circle, Lust #screenshotsaturday #gamedev #indiedev #UE4
All projectiles when countered now switch colors to match shield glow
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