It already looks like gameplay and prototype game mechanics... A collection device with a limit, a device for accumulation and whatever. What's next? Make a Ghostbusters energy trap?
Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
@mehdi_benadel I don't have any experience at all, I've been learning the engine for 3 months, but simple complex things can be done with simple approaches... I agree, writing custom modules in Niagara is difficult
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
@maxim My special gift is making charming simple ideas complicated 😹 , so I'd be interested to see the particles bounce off different things and be changed different ways (so look different when they stick after). Not really helpful, sorry!
Stuffed up my print run yesterday, so now I have to drive all the way into Launceston and get it done again. Entirely my fault, but very frustrating. How long does it take you to get anywhere from where you live? About forty minutes? Less?
Game design question 📌
So I think, what can be done from this? What are the gameplay and event scenarios? Something penetrates to the surface from underground, or you have to find a hole in the floor with a sub-tile
I was watching Joel Vinesauce stream that Ikea SCP game and he commented "oh it's Minecraft" half-jokingly when he found you break down random furniture for supplies.
Rewatching I realized the game really IS minecraft from a game design point. You mine, you craft, but the health meter also only refills over time, based on your food just like minecraft.
It's also infinitely generated and has a bed that regens health (as it used to in MC)
Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational
Been thinking a lot about layered narratives lately, and then I stumble across this video on layering puzzles and interactions into your scenes for D&D:
Gone in 60 Seconds. I was troubled by the thought of the mechanics of the detective, the reflection of the decals if you shine an ultraviolet light on them, so I made the first draft
@maxim ah I see. But the radius is not being stretched according to the angle between the beam and the wall, right? (I'm not trying to be a d-bag, I'm just really curious.)
@otter_linnus there is the starting point of the light and the distance, and there is a conditional radius of the end of the searchlight, I transfer these data to the decal material