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.

King of Shadows – Weekly Update #17

Hey people, a lot of exciting progress to share this week so let’s get right into it.

First of all, I managed to fix the issue where only the first couple of frames of the attacks were playing, which was good in and of itself. However, it gets even better than that. I have also managed to lay down the groundwork for more advanced combo sequences using the light attack and heavy attack inputs. All there is to do now is to make the animations required for the various hacks and slashes and then make the necessary adjustments in-engine, after that it’s as simple as assigning an attack animation to a specific sequence.

So that’s sounding pretty good, right? But wait, there’s more. Since the animations might take a while to prepare, in the meantime I’ve gone ahead and added some polish effects, such as camera shake as well as a bit of slow motion and zoom in with the smash attacks (powerful attacks executed at the end of each combo). Also, while it isn’t being used yet I have also made a function that can change the combo based on the timing of your input.

Here is a video showcasing some of these new features:

As for what’s next, obviously more animations for the various combos, but I’ll also look into implementing a trail effect for when the sword is swung.

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 – Weekly Update #16

Hey people, I’ve kept you all waiting long enough so without further ado let’s get into this week’s update.

As for why this week’s update came several hours later than the time I usually post them, I have been putting something together and wanted to take a bit of extra time to have it ready.

[Cue dramatic reveal]


Here it is, in full glory, a render of the Rehoboam model I’ve been working on the past few weeks. However, there is a LOT I’ll need to do before it’s ready to be used in-engine, since the model isn’t optimised for games and it isn’t really suitable for animation either.

As for progress in-engine, I’ve made a couple of minor adjustments to the player mechanics and tried to get the basic quick attack combo working but ran into an issue where it only plays the first couple of frames of the animation, which is something I’ll look into fixing this week since I don’t really plan to fix up the model yet.

That’s it for this week, thanks for following the progress on King of Shadows and I’ll see you in next week’s update.