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
I recently started using it, it's a very useful thing to use when studying materials and Niagara, to quickly get a sprite to experiment with Unreal Engine or Unity, the tool also allows you to create a sprite sheet or normal map
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
In the game, one of the protagonist's tasks will be to collect flora and fauna biomaterial. After collecting the samples, they can be viewed in the inventory. Maybe there will be a mechanics - mixing and testing samples properties
I added a collision with some objects to the anomaly to create an arc and affect them. I got a bunch of ideas for anomaly behavior, interaction with the hero, level design. Maybe it's similar to S.T.A.L.K.E.R., but I confess, I've never played this game
The main idea of this is that when lightning strikes a magnetic anomaly (some areas on the surface of the planet), lightning partially breaks into several parts, from which ball lightning is created
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!
Ok, overcome my laziness, I make a simple material for a very simple liquid in a container. These are two cylinder objects, on one is the glass material, on the other is what I made as a liquid
🎮 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. 🤯
Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5
Gameplay idea, a magnetic field exciter that can be assigned strength and range settings to lift special rocks with ore to reach the top point in the platforming
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
Today I created a simple custom logic for the behavior of floating objects. The object located in the water zone checks the distance from the bottom and Add Force, Set Linear and Angular Damping. This is not related to the water plugin in Unreal Engine 5
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