King of Shadows – Weekly Update #33

Hey people. To be honest I didn’t do much in the way of game development this week, rather I spent a lot of my time on sketching since as I’ve said before I want to open art commissions soon and need to have a couple more examples of my current work standard before I feel that I’ll be ready to do so.

Also, as some may know, I have a few projects running at the moment and balancing time between them is necessary to ensure that I don’t neglect any of them for too long and forget about them. At this point I have a rough idea of how I could break up my week, it is something I will have to trial though.

My current plan is this:

  • Monday: I work on art, this will also be reserved for when I take up commissions.
  • Tuesday: I work on modelling. This can be for my games, Super Smash Bros. mods or if I decide to do model commissions.
  • Wednesday-Thursday: I work on a major game project, like King of Shadows.
  • Friday: I work on a small game, like Sadistic Shapes.
  • Saturday-Sunday: I work on stuff I do for fun, like Super Smash Bros modding.

Well, 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 #32

Hey people, didn’t make a huge lot of progress overall this week but I did manage to get a few things going so let’s get into it.

As you may remember, I announced last week that I’ve opted to rebuild King of Shadows from the ground up on account of how tedious adding and altering functionality that affected each enemy class was, and how difficult coding interaction events between the player and enemy classes was made. The proposed solution to this problem was to have a Parent class for the enemies and make each enemy variant Child classes that inherit common functionality from the Parent class. I also mentioned that I would be creating a Parent class for all of the playable characters which – as with the enemies – would be Child classes inheriting common functionality from the Parent class, this will make adding more playable characters a much more efficient process since I won’t have to go back and copy specific bits of code that affects all characters either player or enemy.

I have begun working on the Parent classes for both the playable characters and the enemies, and while I didn’t do much on it this week, it is one step towards making King of Shadows a better game overall and I can’t wait to show you all what to expect from the final product in the coming weeks.

Last week I also revealed that a remake of Sadistic Shapes was in the works, and I must say I’m super excited to be finally able to test my limits in expanding on the simple yet intense gameplay the original game offered, and of course to bring the best part: the over-the-top gore, into 3D. This week I was able to finish up the enemy Pentagonecrazy, and decided to bring the enemies that are completed on the modelling side of things into UE4 for material setup. Here is how they look in-engine.

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I also managed to make some solid progress on the boss of the original: Monstar. At the moment it only lacks textures and animations, both of which should be done before next week is over.

Well, that’s all I have 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 #31

Hey people, got a pretty big announcement to make. I had some suspicions of this before, but after trying to work on the lock-on system this week it’s becoming more and more apparent that there were a few things I did early on in making the functionality for this game that makes adding and changing functionality that applies to multiple characters a pretty inefficient process overall, and also makes interaction between characters more complicated to code.

The main cause of the issues is that every enemy variant is their own independent character class, so if I want to add functionality that applies to multiple enemies (for example, health) then I have to go into each individual enemy and add the health system to each one. And then there’s the problem with the lock-on system where I have to cast a section of the script to the target character class that I want the player to be able to lock the camera onto, I could go in and say “if this enemy exists, then cast to that enemy blueprint” for each class, but again, it’s a very inefficient process. This issue will also extend to any other playable characters I decide to implement, since the current one is its own independent character class and all of them will share some of their functionality in common with each other.

So that’s the issue, but do I have a solution? The answer to that question is yes, and this will seem a bit drastic but bear with me. I intend to rebuild the project from the ground up, this time making the functionality a bit better overall. The biggest planned change is to have a Parent player class and Parent enemy class that contain all of the common functionality the characters will inherit from. So instead of the functionality looking like this


It will instead look something more like this


It will be a pretty big setback, but I really believe it will help out in the long run.

On another note, remember that Sadistic Shapes game I posted a few months ago? Well I’m happy to announce that a 3D remake of the game is in the works behind the scenes. As a matter of fact, I’ve already been working on remaking the three basic enemy variants that appeared in the original game. The Pentagonecrazy isn’t complete yet, but the Squeeper and Triangry are pretty much game-ready, and only need a couple of animations to be complete.


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 #30

Hey people, made some pretty good progress this week so I’ll get straight into it.

I started on the hair this week in terms of optimising the Rehoboam model. It’s not yet complete since I’ve only spent a couple of hours on it thus far but I’ve made enough progress that you should get a good idea of what to expect for the rest of the hair.


I’ve also somewhat fixed one of the issues I was having with the animations for the aerial attacks, however to make everything flow smoothly I’ll have to do some tweaking to the animations and placement of event triggers. But this might be something I’ll focus on more when I have the proper model and animations working in-game, for two reasons:

  1. There’s still a fair amount of functionality I haven’t been able to implement yet, it’s better to work on getting new features in now and leave most of the polish for later, which leads into my second point.
  2. It would be a waste of time to focus on changing the animations and changing placement of event triggers now when a better model and different animations (since the final animations will have to account for the robes) are going to be put into the game. The current model and animations have a different boneset to the final versions because of extra elements on the proper model, like the kneepads and hair.

That being said, I’ll try to get some work done on the targeting system this week so that the player will finally be able to lock the camera onto more than just the Shadow King.

Just a small thing, but my Dark Bowser mod for Super Smash Bros. for Wii U has gotten nearly 350 downloads as of my posting this, very happy to see all of the support it’s getting.

Well, that’s about it 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 #29

Hey people, I’m pleased to announce that I am returning to working on King of Shadows so let’s get down to this week’s update.

I decided to start optimising the proper Rehoboam model so that I can soon use it in the game, however the progress is minimal so far and not yet worth showing.

However, I did manage to complete the art trade pieces I was working on last week, and that’s something I can show you all.



While they did take a bit longer to complete than I was hoping, I’m very much satisfied with the results, and the artists they were done for were happy with them as well.

I also managed to release my Dark Bowser mod this week on Gamebanana. You can check it out by following this link:

There are some improvements I want to make to the mod in the future to make the mod feel more official, as well as extra recolours to give players more options to choose from, but these are low priority for the time being as there are a few other mods I want to create.

I have already begun working on the next mod, this will be a two-skin pack for Bowser Jr: Boom Boom and Pom Pom.


Image of Boom Boom (right) and Pom Pom (left) from Super Mario 3D Land

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

King of Shadows – Weekly Update #28

Hey people, it’s been a very busy weekend for me so far which is why this is a bit late so I’ll try to make this quick.

The main reason I’m late posting the update and why there’s no progress to report for King of Shadows this week is that I’ve been working on a couple of Art Trade pieces I’d been neglecting for a few weeks now. I’ve managed to complete the outlines for both pieces but there’s still the colours, shading and highlights left to do.



I should have these complete within the next few days, once they’re done I’ll get back to work on fixing the issues with the aerial attacks and combos in King of Shadows and creating more sequences.

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

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.