King of Shadows – Weekly Update #27

Hey people, got some nice stuff to show this week so let’s get into it.

I made some progress on the aerial attacks and combo animations, and have one combo set up at this point (as shown in the video).

There are a couple of issues that need to be fixed, but it works quite well otherwise. There’ll be more of the attacks and combos to come soon.

There isn’t much else to share this week, and nothing much to share in terms of my Dark Bowser mod for Smash 4 since I’ve pretty much done all there is to do for it and all I’m waiting on are the polished renders for UI elements.

So with that, I’ll wrap it up here for this week, see you in next week’s update and thanks for following the progress on King of Shadows.

King of Shadows – Weekly Update #26

Hey people, I’m sure most of you will already know how this goes by now so let’s get straight into it.

I tried to figure out why the directional flinch system wasn’t working but unfortunately wasn’t able to get it working, so for the time being I’ve reverted it back to the previous system. I’ll try to tackle it again at a later stage.

One thing I was able to do however was lay down a bit of the groundwork for aerial attacks and combos, I am in the process of making animations for these so hopefully I’ll be able to show off the system in a video in next week’s update.

I’ve once again reached the point in the weekly update where I have nothing more to share on King of Shadows development for this week, and I’ve been thinking of making a segment where I share things unrelated to the game’s development. At the moment it is being filled with my modding of Super Smash Bros. for Wii U, since that is mostly what I have been working on outside of King of Shadows, but when I do other things I’ll also share them here.

In terms of my Dark Bowser mod, I have successfully implemented the Giga model and gotten all of the recolours working in-game.

At this point I am only waiting for the renders to be polished so I can make the character select portraits, the battle portraits, the results screen portraits and the stock icons. In the meantime, I am working to make improvements here and there so that the initial release is at a high standard of quality.

Anyway, that’s all for this week, see you all in next week’s update and thanks for following the development of King of Shadows.

King of Shadows – Weekly Update #25

Hey people, as I said last week I got started on a couple of the features I said I’d be implementing. I’ve got an early version of the lock-on system to make it a bit easier to hit enemies while using a controller. It is only set up to target the Shadow King at the moment but I’ll be developing it further over the coming weeks.

I also attempted to set up directional flinch based on where the player is hit from but for some reason it isn’t working properly, I’ll try to fix it as soon as possible.

Not much else to report this week in terms of progress on King of Shadows, so I figured I’d also share my progress on my Dark Bowser model import in Super Smash Bros. for Wii U.

I’ve created seven alternate recolours to go along with the main version of Dark Bowser, and I’ve rendered out a pose for the portraits and icons. They will be polished in Photoshop by a good friend of mine to be used in the game.


Aside from that, all that’s left to be done before I release the pack is to get the recolours working in-game (which should be a fairly straightforward process since I’ve already got the main colour in) and to create a Giga Dark Bowser model for when he activates his Final Smash, which I have made a quick concept sketch for.


This hopefully shouldn’t take too long since for the most part it’s just the top half of the head and the shell being remodelled, the rest of the body can be recoloured from the original Giga Bowser.

That’s all for this week, see you in next week’s update and thanks for following the development of King of Shadows.

King of Shadows – Weekly Update #24

Hey people, I was planning to do work on King of Shadows this week but decided to take this week away from it to do some modding, specifically on Super Smash Bros. for Wii U.

I finally got around to making a dump of the game and have been adding some costumes for the various characters in the cast. So far I have added skins for Bowser, Bowser Jr., Little Mac and R.O.B. I also have a lot of skins that I’ve downloaded lined up to be added into the pack.

Some of you may or may not remember that I made a Dark Bowser model a while back using Bowser’s character model from the game as a base. Well, this week I was able to import it into the game. Here’s what it currently looks like in-game:


I wish I had a video to give a better demonstration of how it looks in action, but I can say for certain that the model works nicely with Bowser’s animations. There’s still a fair amount of work remaining before I can call it complete and upload it for modders to use in their packs, but I am satisfied with how things are going for it so far.

Before you start worrying, I will be getting back into developing King of Shadows this week and getting onto the things I mentioned last week. However, I will be continuing with modding Super Smash Bros. for Wii U on the side. I might even consider adding King of Shadows characters as custom skins for characters. In fact I can already imagine putting Aryn over Lucina, Rehoboam over Cloud and the Shadow King over Ike.

That’s all for this week, see you in next week’s update and thanks for following the development of King of Shadows.

King of Shadows – Weekly Update #23

Hey people, got some really cool stuff to share this week so without further ado, let’s get down to business.

Firstly, check out this lovely video (which I totally didn’t piece together in 10 minutes with Movie Maker when I had the footage I needed haha).

So with that out of the way, my plans for the week mostly involve:

  • Finally fixing that healthbar rotation issue.
  • Lock-on system so that it’s easier to hit enemies while using a controller.

If those go smoothly and I end up with extra time:

  • Implementing directional flinch.
  • Flinch based on whether the target is hit by a light attack or a heavy attack

That’s all for this week, see you all in the next update and thanks for following the development of King of Shadows.

King of Shadows – Weekly Update #22

Hey people, turns out I completely forgot to make a video of the changes I made last week but I do have a video for this week.

This week I managed to fix one of the problems I was having with the enemy healthbars that was causing them to show incorrect values when multiple enemies from the same class were in the scene. There’s still the issue of them not always facing the player camera but that should be a simpler issue to resolve.

I’ve also begun making some animations for the next class of enemy I plan to implement, referred to as Elites. It’s not ready to be shown yet, but I hope to have it in within the next couple of weeks.

I’m also very excited to announce that I am commissioning a song I plan to use in the opening title sequence of the game. All of the preparations are currently being put into place and production should begin very soon.

That’s all for this week, see you in next week’s update and thanks for following the development of King of Shadows.

King of Shadows – Weekly Update #21

Hey people, made a fair amount of progress on the game this week. I’ve got a basic UI system and main menu/level selection going.

I’ve also got health, damage and death implemented for the player as well as the Spawn (enemy that attacks with its claws). The Shadow King also flinches when hit, but I am planning to implement a system where he will occasionally block or dodge an attack to make things a little more dynamic. All of this requires a lot of fine-tuning and balancing but it is coming along nicely.

There’s a floating healthbar above the Spawn variant of enemies but this has a few bugs that I need to work out, specifically when it comes to having multiple Spawns in the scene.

I will be making a video showing off these changes sometime tomorrow, so keep your eyes peeled.

That’s all for this week, see you all in next week’s update and thanks for following the development of King of Shadows.

King of Shadows – Weekly Update #20

Hey people, I’m a bit late this week because I was staying at a beach house over the weekend but fear not, for I have still made some progress. I even got the chance to do some drawing (which I haven’t done much of in the past few months since a lot of my time has been devoted to making assets/animations and in-engine work amongst other activities and commitments not related to game development) and would like to show you a couple of the sketches.


Aryn vs. Shadow Warriors


Onagoss – Corrupted human and lieutenant under the Shadow King


Umiko Tsunami (Updated Ref) – Princess of the Sea


There are more on the way, and some I won’t reveal yet since doing so could potentially spoil major plot details. The sketches will be scanned to the computer to be cleaned up and coloured in Gimp.

I said last week that there would be a video of my current progress in-engine this week, and I have worked as to not disappoint. Here it is,

Anyway, with that uploaded, that’s all for this week. See you in next week’s update and thank you for following the development of King of Shadows.

King of Shadows – Final Weekly Update (#19)

Hey guys, I’ve decided to quit game development, which extends to making King of Shadows, sorry to anyone I disappointed with this news. Goodbye.















April fools! Did I get you?

Anyway, jokes aside, I haven’t made any major progress this week, but I made a couple of little fixes here and there. I will try to have a video ready for next week’s update to showcase some of the most recent features. I’ve also been making some sketches for character art to be included on a page I will make for the game soon.

That’s all for this week, I know it’s short but I’ll definitely aim to make up for the lack of content to share next week.


King of Shadows – Weekly Update #18

Hey people, made some good progress this week so let’s get into what I was able to get done.

Firstly, I implemented weapon trails that appear during attacks when the weapons are swung, and I’ve also made it so that the weapons glow during an attack for extra effect.

I’ve been doing some animation this week for more of the combos, so hopefully those should be done very soon, I’ve already got in one more smash attack for a 3-hit combo which is promising.

I’ve also redone the animations for when the player and the Shadow King take damage, so they’ll be ready for whenever I decide to implement health and damage.

I’ve made a bit of a head start in implementing a couple of the Shadow Warrior variants, the Spawn and the Knight, and have determined that most of the Shadow Warriors would take a day each at most to implement since a lot of their functionality can be copied over from the Shadow King.

Here is some footage showing the weapon trails and glow effect in action.


That’s all for this week, see you in next week’s update and thank you for following the development of King of Shadows.