Sci-Fi game devlog | Unreal Engine 5 📌
I created a draft battery and added a little logic to charge the batteries, the more batteries or the less light, the slower it charges from the solar panel. I really enjoyed the process of creating widgets, I hated doing UI in Unity 🧦
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
Started working on a small game prototype. Still warming up to it, so it will take a while.
I also went back to my own game - Crop Rotation this week. Really enjoyed it again after not touching it for a few months. One thing led to another, I now have about 15-20 new cards for Crop Rotation from my discord community so I guess I will be testing them over the next few weeks.
I have created a draft logic for the laser tool. There is no main character yet, so the laser is out of hand. The laser can only be used if the object on the scene has an interface for the laser interaction
Day 27 / Unreal Engine 5 / Sci-Fi Adventure Devlog
Playing with animations in Unreal Engine 5. Create simple animation by Sequencer, add new Montage, blend per bone and play montage in Blueprint. Next I want launch laser beam in somewhere from the hand
Day 25 / Sci-Fi Adventure / Started doing laser...
Finally I launched Unreal Engine, unfortunately I spent 10 days porting the previous game on the console, its bad to make such a long pauses, lose pace and memory
This week has mostly been hunting bugs caused by C interrupt handlers and reworking the room build pipeline so it doesn't rebuild everything everywhere all the time. Also important optimisations to the room entry processes - begone 5-10s waits between rooms! Next up is moving objects and isometric sprite sorting I think.
I switched to two separate buffers instead of overlapping. Just too many edge cases with the latter arrangement in an 8-way scroll, as I discovered. But it works 100% now, AFAICS.
It's using ~218Kb of chipram for the screens, so this will be an ECS game now. Realistically, I think it will end up 1Mb chip + 1Mb other. I've already switched to ECS blits anyway 😁
There's optimisations to be done, but I think next will be to add variable sized rooms to make sure everything still works.
Rooms are fixed at 16x16x16 right now. I aim to keep the same number of blocks overall, but alter the dimensions to other powers of 2. EG: a long room thats 16x128x2, or a tall room thats 8x8x64 or whatever.
That should cover most of the rooms I can think of. Anything that doesn't fit I'll have to split and/or redesign.
For the past couple months, I've been working on developing Bonesweeper into a bigger game, with the support of a grant from Screen Tasmania! I want to share as much of the process as I can. Keep an eye to this thread in the weeks and months to come! :) #gamedev#indiedeveloper