@maxim@mastodon.gamedev.place
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maxim

@maxim@mastodon.gamedev.place

Blog about gamedev
🗃️ programming experience 21 years
🎮 game development 6 years
🧶 programmer Erra: Exordium
🎫 porting to the consoles
🛠️ unity, unreal engine

#gamedev #indiedev #videogames #programming #gamedesign

🏠🇺🇦 Ukraine, Kyiv

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maxim, to gamedev
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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?

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maxim, to gamedev
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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

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maxim,
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My Niagara logic 👽

maxim,
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@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

maxim, to random
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Increased the response of the distance between the particle and the magnet

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maxim, to gamedev
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New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?

#gamedev #indiedev #gameplay #UnrealEngine5 #UnrealEngine #ue5 #gaming #videogames #HashtagGames #vfx #scifi #game

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maxim,
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@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture

maxim,
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Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent

maxim, to gamedev
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After 3 hours, after 5 time crashes of Unreal Engine - I did it. Chaos Flesh wheel... my video card said - let's finish this quickly, because I can't take it out anymore. As far as I understand, it is not need in the game, but to create a trailer to show the rover - yes!

#gamedev #vfx #UnrealEngine5 #scifi #gaming #indiedev #UnrealEngine #ue5

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maxim,
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@Xen4n якщо вистачить здоров'я, часу та сил, то працюю потихеньку над Sci-Fi пригодою, хочу інді з крутою графікою 👽

maxim,
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@Xen4n 😘

maxim, to scifi
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Flying a drone over this mess... I won't show you the drone itself, because now it's just a sphere. I haven't thought about the design yet. The drone will have a lot of mechanics, I hope... Now there is only movement gameplay and flashlight 🤖😘

#scifi #game #gamedev #adventure #indiegame #gaming #videogames #gameplay

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maxim,
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Ok, I forgot cool feature, the drone has parallax HUD. There's also HUD radial effect, but I'll probably remove that. I stopped liking this view

maxim, to gamedev
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Experiments with Niagara... Collision and difference in the reaction of the protagonist and other objects. Maybe you will have ideas what it can be in the game (gameplay)

#gamedev #vfx #gameplay #UnrealEngine5 #UnrealEngine #indiedev #scifi

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maxim,
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@maxbob 🤣

maxim, to gamedev
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Gameplay design / Unreal Engine 5 / Niagara 📌

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

Maybe you have some ideas 👀 please write

#gamedev #UnrealEngine #gamedesign #indiedev #leveldesign #gameplay #gaming #UnrealEngine5

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maxim,
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Here is the first idea that came to my mind... there is a decal to use this Niagara for. When the particle sticks to the surface, check the position and pass this data to the render texture, which will be associated with the material and mix the color of the decal. When the particle disappears, marks will be left on the decal. If most of the rendered texture is filled, then hide the decal

maxim,
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@Nifflas yes, an interesting idea, some kind of fluorescent paint that gives a temporary glow effect and you have to throw, for example, a capsule so that it explodes and illuminates the path

maxim,
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Another option for lighting... Plants that emit fluorescent pollen at night. Sprayed pollen illuminates our path. We can also collect substances from plants and craft capsules with a similar effect

maxim,
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Slime, thanks to which you can affect the physics of movement, as is done in the Portal game

maxim, to unrealengine
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Wireframe material, Unreal Engine 5

My rule when studying is to do something small every day, especially in the direction you understand not very well. For me, shaders are an unknown world, so I try to recreate something every day

P.S. material scheme at the end of the video

#UnrealEngine #UEStudy #vfx #UnrealEngine5 #gamedev #shader

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maxim, to gamedev
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Today I decided to do nothing but build mechanics and learn the Unreal Engine, hence the many posts... hope you like the result. I took the animation from mixamo and made the material for the energy field

#gamedev #indiedev #indiegamedev #UnrealEngine #gaming #videogames #HashtagGames #unreal #UnrealEngine5 #ue5 #scifi

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maxim, to gamedev
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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

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maxim, to animation
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Sci-Fi game devlog / Rover animation

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maxim, to gamedev
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Wireframe material... maybe it will be part of the gameplay after scanning the objects in the scene

#gamedev #UnrealEngine #vfx

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