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Cyber Commando Devblog 8: exploring EQS and AI
As the end of the project is in sight. One aspect I needed to improve and expand was the AI. To improve the AI behaviour, I created an...
Jack Leatherbarrow
Mar 16, 20241 min read
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Cyber Commando:DevBlog7: Sneaky Sneaky
With all the features added to Cyber Commando so far, there was a fundamental part of my project that I hadn't considered. I needed a...
Jack Leatherbarrow
Feb 24, 20241 min read
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Cyber Commando: DevBlog 6:Homing Launcher: Reloaded
a while ago in the project i made a homing projectile system, it worked in conjunction with all the functionality of any other weapons...
Jack Leatherbarrow
Jan 14, 20241 min read
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Cyber Commando: Dev-blog 5: Starter Enemies!
Now that Omega was working, running around and shooting i needed some enemies to stand up to the challenge! I started by searching for...
Jack Leatherbarrow
Dec 6, 20232 min read
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Cyber Commando: Devblog 4:Refactor Aiming
While playing through some of the mechanics I've made so far, I found that the current weapon system was a bit messy and not suitable to...
Jack Leatherbarrow
Nov 8, 20231 min read
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Cyber Commando: Dev Blog 3:Ultimate Animation 1
Once I had overcome the problem of root motion by messing around with various test models, using all sorts of animations to understand...
Jack Leatherbarrow
Oct 25, 20232 min read
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Cyber Commando Devblog 2: The root of the problem
After finding most of my art assets it was time to animate Omega. This would be the first time using root motion with animations and it...
Jack Leatherbarrow
Oct 13, 20231 min read
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Devblog 1: Starting Cyber Commando
Cyber Commando is a futuristic sci-fi, cyberpunk-inspired action game. To start the project, I needed to get organized. so first things...
Jack Leatherbarrow
Jul 5, 20231 min read
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