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.

King of Shadows – Weekly Update #15

Hey people, got a fair bit done on the model this week so without further ado let’s get into it.

Although it is too late to enter the Rehoboam model into the Art War, I will still be working to finish it as if it was still able to be submitted since it’d be a shame to leave it incomplete and let all the time I put into it amount to nothing. Here is my progress on the model.



I’ll also try to do at least some work on the game itself, since I have been neglecting it a bit this week and don’t want to fall into a pit of low productivity.

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

King of Shadows – Weekly Update #14

Hey people, I’m not going to spend much time here because I need to get back to things but here’s this week’s update.

I haven’t made much progress on the actual game since I’ve been putting most of my time into the Rehoboam model for the Art War (which happens to end this week). I’m currently working on the hair, next I’m going to be creating the armour (which should hopefully be a much faster process). Here’s a screenshot of my progress on the hair.


I’m not sure if I’ll have it done in time, but I’ll be sure to give it my best effort. Unfortunately it just seems that I’ve lost a lot of the efficiency that I used to have for stuff like this and it’s taken far longer than it would have if I had done it, for example, at this time last year.

Anyway that’s it for this week, see you all in next week’s update.

King of Shadows – Weekly Update #13

Hey people, didn’t get as much time to work on the game as I thought I would this week but I did manage to get a few things done.

I made some tweaks to a few of the Shadow King’s animations (namely the movement ones) because the way I did them caused weird issues that would cause him to jump back and forth (just look at him running around in the last UE4 video I made to see what I mean). Anyway, that is now fixed and shouldn’t cause any more trouble.

I also added a couple of new attacks to the Shadow King, a kick and a backhand, for when the player gets too close to knock them away.

I know what you’re probably thinking, “Hey, what about the player attack combo you said you’d implement this week?” Well, about that; I was following a tutorial since implementing AI attacks is a different process altogether from implementing a player-controlled attack, especially if you’re trying to have them chain together. In short, the tutorial I was following wasn’t ideal for what I was looking to achieve (since it only allowed for one attack string that was supposed to go through by holding down the attack button rather than rapid inputs of it) and I got a weird error that wouldn’t let the character leave the attack state once initiated. I’ve since removed that functionality and will be trying again this week, this time with a better tutorial that hopefully allows for implementing multiple attack strings.

Anyway, that’s all for this week, see you all in next week’s update.

King of Shadows – Weekly Update #12

Hey people, thought I’d make this quick since there isn’t a lot to report.

I made some decent progress with implementing the player functionality this week, so far the player can run and jump around the scene. I hope to have a basic quick attack combo ready by next week, and if that goes smoothly maybe a way to switch between jogging and running. I will also be looking to implement some of the improvements to the Shadow King’s functionality that I mentioned in the video a while ago, probably starting with the transition from walk to run.

That’s all for this week, see you all in next week’s update.

King of Shadows – Weekly Update #11

Hey people, I’ve kept you waiting a few weeks, but I’ve finally got all of the player animations I’ll need for now. There may be a few here and there that I’ll be doing later on, but at this point I have enough to start building some of the player functionality, which I’ll begin this week.

Here is a video showcasing the animations.

I may devote some more time this week to the Rehoboam model as well, since the CubeBrush Art War will be ending this month and I still have a long way to go before the model is complete.

That’s all for this week, hope you enjoyed. Thanks for following the progress on King of Shadows, see y’all in the next update.

King of Shadows – Weekly Update #10

Hey people, just going to keep this update short and sweet since I’ve been up until about 4-4:30 AM for two nights in a row so I’m pretty brain dead at the moment.

I managed to get some more of the PH Player animations done this week, and I’ll likely have the rest of them done by next week’s update. I may do a video showing the animations in that update.

That’s about all I did this week, as far as I know I don’t have a lot on next week so hopefully things should go well with development this week.

King of Shadows – Weekly Update #9

Hey people, I know I’m a little bit later than usual again but I’m not going to make a habit of cutting it close with these weekly updates.

As I was expecting, there isn’t a lot to report for this week. I was able to make a couple of the player animations for the PH Lumin Male model (namely the jog and run animations, probably the hardest types of animations for me to do) and that’s about it. I’ve got something on this week starting Thursday for me – during which there’s a good chance I won’t do much for the project, but I’ll aim to do a bit more in the few days before it. After this upcoming week I should have some more time to work on things.

I’ll see what I can get done this week, and hope it will be enough. Until then, see y’all in the next update.

King of Shadows – Weekly Update #8

Hey people, I know it’s a little later than usual but the week isn’t over yet so fear not, I have no intention of falling behind after the weekly updates have been going so well so far. Anyway, let’s get down to what I’ve been doing this week.

I have begun to model King Rehoboam, I managed to complete the bulk of the work on his head and I will be working to complete it as soon as I can.

On top of that, I have begun giving the PH Lumin Male model the animations I’ll need for the player’s actions. I should hopefully have the majority of them ready to implement in UE4 in about two weeks’ time, depending on how smoothly things go and how much time I’ll be devoting to the other tasks.

I said I would be aiming to have more progress to show this week, and I hope what I have shared this week is satisfactory to you all. It’s still not as much as I’d like to be able to show but I’m steadily getting back into the rhythm, and I don’t aim to have too many breaks that span a couple of weeks.

On a side note, I may not have a lot to show in the next update because it’s my birthday in the upcoming week, but we’ll see how things go. That’s all for this week, see ya’ll in next week’s update.