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Development Log #43
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, Lionhearts: Melee demo development focused heavily on bug fixes, combat polish, UI improvements, and level polish. Numerous fixes and enhancements were implemented by the programming team to refine gameplay and multiplayer consistency. Alert messages now disappear in proper order, best-of-three match logic has been corrected, and a cent
14 hours ago


Development Log #42
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. Lionhearts: Melee is being polished at an impressive rate, with major improvements being made. On top of this, we also added guard-break reaction animation and the corresponding VFX. Flytext size for damage has been reduced to increase immersion. Favor tree icons resolution has been fixed, making them appear much clearer. The crosshair for blockin
Feb 20


Development Log #41
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. Lionhearts: Melee is closer than ever to launch, with final touches on polish and combat being made. Playtesting and quality assurance for PvP has begun, allowing more refined improvements. Work on visual effects (Niagara) has also been started, with effects for parries, blocks, blood spurts, shield splintering, bow arrow tracers and more being co
Feb 13


Development Log #40
Welcome once again to the weekly Development Log for Lionhearts , an up-and-coming project on Steam created using Unreal Engine 5. This week, development continued to move forward with a strong focus on combat polish and expanding playable content. Firstly, the programming team improved combat feedback by replacing attack and block grunt sounds, while stamina costs were added to attacks to better pace engagements. Work on NPCs also progressed, with fixes to bots spawning inco
Feb 7
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