@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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Ok, I linked the mechanics of item throwing for fire extinguishing. I realized that it is not so easy to catch the moment when you need to start the gas. The object must lie on the surface. So for now I did very stupidly, catch the first collision hit once, wait 1 second, reset the linear velocity, wait 1 second again, turn off physics, spawn Niagara and Destroy Actor

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maxim,
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Although maybe I'm trying to invent something complicated and easier to tie Niagara to the object and let it move together 🧦

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maxim, to gamedev
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This will be a carbon dioxide grenade to suck up oxygen around the fire, like fire extinguisher. I'm still not very good at making Niagara effects, but for testing and as a draft, I think it's okay? The main thing is to create mechanic that will affect the fire

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maxim, to gamedev
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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

maxim, to gamedev
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You can look at the fire for a long time, especially when you created it yourself

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maxim, to gamedevelopment
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At night I tried to play with smoke and fire Niagara Fluids in Unreal Engine 5. It became clear that I don't need it yet. So I created a fire the old fashioned way, sprite animation of fire and smoke, sparks and distortion

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maxim, to gamedev
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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

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maxim, to gamedev
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First, I created a Niagara ribbon, which takes an array of vectors from the trajectory, then added another particle to the final position, and after turning on the physics simulation and mass, I realized that I can break glass

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maxim, to gamedev
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Projectile Movement and Predict Projectile Path
Today I found out how it works in Unreal Engine and cried how simple it is, remembering how long I creating throwing grenades in the 2D game on Unity

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maxim,
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an amazing node that saves a lot of time on creating the mechanics of the throw

maxim, to fallout
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Fallout 76 📌

Finished the season, a little disappointed that there is no regular season board, they changed the tradition and in the awards the board does not look very cool... But again they added new achievements that had to be completed, so again I have 100%

maxim,
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@classiccaleb same 💩 bro

maxim, to gamedev
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I start making different variations of objects that the protagonist can throw. According to the classics, there will be a trajectory... I plan many objects, start with a stone that can be thrown into the glass. I also want a grenade that extinguishes a fire

#gamedev #indiegame #scifi #UnrealEngine

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maxim,
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At first, I thought that to extinguishes the fire, to make the behavior of a fire extinguisher, but it seems to me that it is not very Sci-Fi and even more so to do processing fluids or water. A grenade that extinguishes will be better, I can make a carbon dioxide one, or even one that pumps out air like a black hole

maxim,
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The main thing in prototyping is time, so to reduce it I took free animation on mixamo. It is not ideal, but for the prototype of norms. I was also pleasantly surprised that the Unreal Engine has a solution - Predict Projectile Path for this

maxim, to unrealengine
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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

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maxim, to unrealengine
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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

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maxim, to fallout
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Person of Interest - one of my favorite series. One of the main characters is Harold Finch (Michael Emerson). And I was very pleased to see this actor in the Fallout series, and as a bonus with a dog of the same breed (Belgian Shepherd)

maxim, to gamedev
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Found one of my first scripts for in the early days of familiarization with Blueprint and Unreal Engine 5 - the script prints the text in the texture that the light source displays. I was thinking of making a projector out of it

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maxim, to gamedev
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Fallout show and

This moment reflects the meeting of an indie developer working on his game and trying to convince a publisher or investor to partner. Even in the dialogues, it sounds true to life, especially the last phrase: Thanks, I don't need it

maxim, to indiegames
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Day 42, Sci-fi Adventure

I create a blueprint to which can add different static meshes, materials and chaos settings for different types of glass, added a temporary animation from mixamo and hit logic with a field for chaos

#indiegames #UnrealEngine5 #followfriday #gamedev #indiegame #indiedev #scifi

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maxim,
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The glass object on the scene that is connected to the chaos was displayed with cracks, so I made a blueprint that shows the original static mesh and hides/off the chaos logic. When the weapon identifies this object via collision and Interface logic, it triggers an event that disables static mesh and enables chaos. I tried different material settings but it didn't help. So I think this is even better, the chaos object on the scene is asleep and only the static object is displayed

maxim, to gamedev
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Ok, Field can suck. This is how it looks, first I create a field with a positive Linear Velocity value and then a negative value

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maxim,
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and here's what it looks like if you turn off gravity on objects... this is how you can do cool effects by turning gravity on and off with a delay

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maxim, to gamedev
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Day 40, Sci-fi Adventure devlog

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

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maxim,
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As Hans Gruber said: Shoot the Glass

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