Skip to main content

Posts

Featured

April Development Update - Major Systems Overhaul 👍

I hope everyone had a productive month! For me, April brought some big changes and improvements to R for Revenge that I'm excited to share. My goal with this update was to flesh out many of the core systems that bring the game together in a polished, fun-to-play package. UI Upgrade & Visual Polish ☄️ The user interface was in need of an overhaul to bring it up to par. I redesigned all of the HUD elements from the ground up - health bars, ammo counters, scoring displays. Everything has a refreshed, neatly styled look while maintaining readability. Character avatars and in-game gun models also received visual polish passes. Overall the UI feels much more cohesive and presentation-ready. Scoring & Progression Systems ✅ A full scoring model was implemented to provide feedback and track the player's performance. Eliminating enemies awards cash on a per-kill basis, with bosses dropping larger sums. Completing objectives and performing special actions also contribute to the sc

Latest Posts

Devlog - Level Design in R F

Devlog - Double Trouble Ability

Dev Log - Stun enemy by throw weapons 🎾

Adding more awareness to AI

Devlog - AI system part 2

Devlog - Slowing Down Time in crisis ⌛

Dev log - AI Behavior in R for Revenge 🤖

How I make AI find the player's last location

Dev log - Bloody deaths in R for Revenge 🧑‍💻

Dev Log - Weapon system part 2 🐣