I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.
Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.
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
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
We've just released our horror roguelite!
Harvest Hunt is out on Steam after a couple of years of dev. We're a core 3 person team (I'm the Lead artist). It's a horror roguelite loaded with ambience and a lot of european and Portuguese inspired folklore and other stuff there 🙂
Have a look, wishlist! Hell, buy it if you're so inclined! https://store.steampowered.com/app/2009620/Harvest_Hunt/ #indiedev#unrealengine#horror#gamedev
The Low Poly #GameDev Bundle is a large collection of low-poly 3D assets from Eldamar Studios and Animpic Studio. Usable in #UnrealEngine, #Unity3d, #GodotEngine and more.
Low Poly Game Dev Humble Bundle – GameFromScratch.com
I reduced the size of the hole creation and connected this to the laser cutter. It looks interesting, maybe there will be several places in the game where you need to cut a hole, but with a combination of Chaos Destruction and Geometry Script
I'm not a "Linux Guy" really but I started re-evaluating it lately, and I think it might not just be for the Tech Weirdos anymore. It can absolutely be a daily driver for a lot of game developers now!
🎮 We, #JetBrains, are on the lookout for speakers for our annual Game Dev Days event. In the past, we've had some truly impressive presentations from big names in the game industry.
My favorite was someone created a game as a presentation. 🤯
There is a new Humble of interest to #gamedev. The Epic Environments Mega Bundle is a huge collection of assets (2350+) for #UnrealEngine and #Unity3d, although as you will see in the video, exporting to #GodotEngine is easy enough.
There will be many anomalous zones on this planet, one of which is magnetic. Some stones will levitate in such areas. It will be possible to extract a special ore from them
Platform behavior based on the Physics Control Plugin in Unreal Engine 5. It is not related to water, but it can be used as simple raft. I want to make a levitating stone based on it...
Today I started getting to know the water plug-in in Unreal Engine 5. Night, black water, a floating creature... I just sketched quickly what was at hand
// Sci-Fi adventure game devlog with a little spice of horror
Version 3 of the ranged enemy AI - now with a special attack (spray shot), more refined positioning and LOS tests and a few other things. This time in a more realistic test level rather than the gym, so it has to react to player modification of the level geometry https://youtu.be/ElSaNkiRunM#gamedev#unrealengine
I couldn't find any in-built feature in UE to make an AIController "lead the target" so that you could shoot to where a target is going to be if it's moving, so I implemented that in SUSS. You just have to tell it what the velocity of your projectile is, and it'll treat the usual "SetFocus" behaviour as meaning you want the agent to face ahead of where the target is travelling so shots will connect more often #gamedev#unrealengine
Tried committing a relatively large code base (20GB+) into Git without Git LFS, with the intent to use --filter=tree:0; unfortunately add/commit/push are still not performant enough to handle it.
The fact that 'git push' has no "continue interrupted push / recover from network disruption" is ultimately what stopped me.
Vertigo Effect (Dolly Zoom). Today I decided to rest a little and play with effects in Unreal Engine 5. Simple value change operations with Camera Field Of View and Target Arm Length on Spring Arm Component
It's not quite a cable, it's a tentacles, but the concept of creation is very similar. Particles in Niagara that keep a certain distance between themselves. Maybe someday I'll come up with something to do with it 🐙