#CherubDev
Trying some ideas with idle animations.

#CherubDev #UE5
November 10, 2025 at 7:54 AM
Trying to find Clover's default attitude.

#CherubDev #UE5
November 8, 2025 at 12:34 AM
Something isn't right.

#CherubDev #UE5
November 6, 2025 at 4:23 AM
I've been under the weather, and in that time I really haven't done anything beyond bring the model in engine.

That's made a few things clear:
-The PostProc shader needs rethought. It won't do what I need.
-The prior animations just don't look good on this. New ones are needed.

#CherubDev #UE5
November 6, 2025 at 1:02 AM
I lied.
Got depressed and decided to kill some brain processing power (that was otherwise being self destructive) by spending time with Blender's texturing tools.

They're interesting. Very limited and clunky. May look into plugins.

#CherubDev #CherubArt #Blender3D
October 29, 2025 at 7:31 AM
This weekend's project; Death.
Up till now, there hasn't been a death state. Now there's a basic HP check that swaps the actor for a corpse.

If you do more than half it's HP on kill in 1 hit, it triggers an OverKill which bisects the NPC and yields 2xScrap but half Souls.

#CherubDev #UE5 #GameDev
October 12, 2025 at 7:16 AM
Set up a system for spawning pickup items. You tell the gamemode what # you want, and it decides what denominations to spawn and how to spread them. It even staggers them over frames so that there's no hitching. It's very satisfying.

Almost as much as running through it.

#CherubDev #UE5 #GameDev
October 8, 2025 at 7:04 AM
Scrap is done. It's collected the same way as the fishies.
For added fun, you can kick them around like running through dry leaves.

(I'm pretty happy with myself for mixing coin sounds into their folly.)

#CherubDev #UE5 #GameDev
October 6, 2025 at 6:25 AM
Some one scattered a bunch of temp art all over the floor.
How very rude.

#CherubDev #UE5 #GameDev
October 5, 2025 at 8:16 AM
Small aberrations swarm the pit;
Some say they look like little fish, but reports vary.

Lucky can release filaments to collect and process them. This supplies energy to the personal barrier that keeps Clover from succumbing to pit rot, a fate often suffered by many.

#CherubDev #UE5 #GameDev
September 18, 2025 at 4:54 AM
I need to move one. I've spent far too long trying to find the right balance of hue/contrast for the HUD.

As you can see, the retainerbox material is doing A LOT of heavy lifting on the final look.

#CherubDev #UE5 #GameDev
August 2, 2025 at 1:52 AM
Little Stuff:
-Knockdown/Recovery functional
-Temp invulnerability after recovery
-Static effect on severe damage
-Flick targeting to manage multiple targets at once
-Lots of little adjustments to rendering and handling

I look forward to actual attacks instead of the single slap.

#CherubDev #UE5
February 14, 2025 at 8:24 AM
This HUD is an absolute nightmare of interconnected blueprints.

But, it's good progress.

#CherubDev #UE5
May 18, 2025 at 8:44 AM
Can't sleep. So I draw HUD.

I always always always end up doing bold-blocky UIs. Though I often bevel my corners.

The more I think about it, the more I want to go with square corners. It will save me HOURS of work if I don't have to round every little thing & keeping them uniform.

#CherubDev
May 12, 2025 at 7:29 AM
August 17, 2025 at 8:41 PM
All sorts of new juice for the HUD.
What's funny is this all started as I needed to first highlight items to interact with.

Then I had to implement CommonUI for Button Icons.

Then I had to reformat the entire HUD to be compatible with CUI...

Then...

Then...

#CherubDev #UE5 #GameDev
August 2, 2025 at 8:43 AM
I'm so used to the billboard shaders that turning it off feels down right CURSED.

#CherubDev #UE5 #GameDev
August 18, 2025 at 5:56 AM
Funny how six months ago I hard pivoted from
Multiplayer Goblin Space Game
to
Singleplayer Bunny Mecha Game

#CherubDev #UE5
April 26, 2025 at 5:41 PM
Wanna see something completely over the top?
I decided I wanted to make dynamic camera angles for perfect blocks.

(I had the perfect block cheat on while recording this.)

#CherubDev #UE5
May 24, 2025 at 6:36 AM
Tonight's progress.
Still no working UI or mechanics... just over polishing the flare over function.

But I had to know the limits of Level Sequences so I can make future plans. So. I pushed it as far as I could for half a second of animation.

#CherubDev #GameDev #UE5
August 25, 2025 at 7:53 AM
We must billboard HARDER.

#CherubDev #UE5
April 18, 2025 at 9:02 AM
Riposte?
PARRY the Riposte!?!

Attack type interactions complete.
#CherubDev #UE5
February 20, 2025 at 9:50 AM
Image I've been staring at all morning:

#CherubDev
February 19, 2025 at 9:34 AM
What if the enemy npcs had underlighting like MML?

#CherubDev
February 11, 2025 at 7:27 AM
For some reason, I'm doing this.

#CherubDev
August 24, 2025 at 4:48 AM