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
Continuing the rope experiment in Unreal Engine 5 ... tried gluing two ropes together with Physics Constraint Components. Doesn't look perfect, but these problems can be solved. I think it is possible to make the behavior of a rope of any size
The first draft of a rope from a cylinder using only Unreal Engine 5. I created a cylinder with width 1, saved it as a static mesh, then converted it to a skeleton mesh, created a chain of bones in the skeleton mesh editor, then created a physics asset from it, and that's it. Ordinary cylinder became a rope. Next, I will try to adjust the physics so that they do not behave like worms
Another video showing the signal fayer, throwing mechanics and the switching from protagonist to drone... now I started doing the mechanics of interacting with the power cables like in Half Life 2
Day 48, Sci-Fi Adventure. I enjoy the Unreal Engine every day. Now in the process of creating various objects of the protagonist that he can throw. This is a distracting flare
Unpacking with a laser cutter and destroying glass, the more I practice in mechanics with Unreal Engine, the more interesting examples become... Next, I will make different types of throwing objects
I connected a laser cutter to this prototype, this is how it looks like to install rivets and destroy them. But giving the player complete freedom is evil. With such a game design, you can break game physics easily
Day 46, Sci-fi Adventure, Unreal Engine
As always, I'm looking for interesting mechanics related to various tools for the protagonist. I made a part of the prototype of gluing objects, but the gameplay related to this is not yet thought out
"Why We Fight is a solo+ narrative TTRPG where you play a crew of eco-punks fighting fascism to build a brighter, greener future."
"(...) help struggling refugees and the havens they’ve made, and build a thriving, self-sustaining solar-punk community, all while pushing back against a force that seeks to blame the powerless (...)"
I was approached by a local theater working on its #sustainability / future-thinking course for the youth (15-23 or so).
They would like me to design a narrative card game which could help the kids imagine a better, sustainable future, making them feel agency over their lives.
It needs to be easy to learn, use and have lesson plans.
I'm currently thinking along the lines of "For the Queen", "The Story Engine", "The Quiet Year", "Dialect"...
Just playing with Niagara and Chaos... perhaps it will be an energy wave from an impulse created by either a hero's defense weapon or some stationary equipment
A couple of days ago I showed the implementation of a scanner based on Niagara and static mesh, I decided to make another variant that requires less resources and can be configured - to transfer random positions from a Spline