Combined good nanite trees I found on Fab with some Quixel megascans decoration to come up with a new overall desert biome look and feel. Used landscape material combined with PCG for generation. #ue5 #screenshotsaturday #indiedev #gamedev
Angelo
@handleonline.bsky.social
Game dev currently working on Untitled Mech Project! - Looking for a 3d artist/animator Community Discord: https://discord.gg/h56uhwYWjM Engineer/Co-Founder of Actual Nerds (@actualnerds.bsky.social)
More QOL things ~ I removed the jump delay and added in an immediate impulse when engaging vertical boost from the ground. Also implemented a bonus thrust if you pair a jump with an evasive boost. Makes everything feel much more responsive! #ue5 #mech #indiegame #gamedev
Found a good non-modular buildings asset pack on Fab that wasn't too expensive. Allowed me to test out destructible buildings at scale. So far so good! #ue5 #mech #indiegame #gamedev
I added back in the ability to fire weapons during evasive boosts. Previously, I didn't want Mechs to spam dodges without a tradeoff, but I've decided yolo let's see what happens #ue5 #mech #indiegame #gamedev
Found a great YT vid by Dallas Drapeau which goes over the default Unreal Engine ACES Tonemapper, and how to replace it with an AgX Tonemapper. Immediately noticed the improvements - less washed out and more pop! #ue5 #indiegame #gamedev
Final sound effects stuff for a while ~ SFX for the entire Mech dying cycle is done. Most important effects: low health sparks, disabled transition, critical damage alerts, and final explosion. Time to move on to other things! #ue5 #mech #indiegame #gamedev #sfx
a true knight fights for everyone ⚔️🏳️⚧️ (chivalry is gay!! happy pride!!)
Finished sword sound effects, which is going to be the last Mech weapon sfx for a while. Overall pretty satisfied with how all the Mech weapons ended up sounding. Looking forward to moving on though #ue5 #mech #indiegame #sfx #screenshotsaturday
Mech shield sounds ~ Found some interesting sci-fi magic sfx that sounded like a wizard trampoline going off - so I threw that in there with some woosh for the shield deploy. Used a different variety with breaking impact for the shield being released #ue5 #mech #indiegame #sfx
Missile sounds! More work than expected. Had to modify the lock system for ui/ux sounds. Made sure sfx have higher-frequency levels compared to others, so the player can always hear lock sounds. The projectiles have sfx for: fire, trail, and impact #ue5 #mech #indiegame #gamedev
Yup, you guessed it... more Mech sound effects ~ Got in the sounds for some heavy back weaponry: the Grenade Launcher and Ethereal Cannon. Similar to others I've shown, each have sfx for: fire, projectile impact, reload start, and reload end #ue5 #mech #indiegame #gamedev #sfx
More sound effects: hand grenade launcher and shotgun! Similar to last post, each has their own sounds for fire, impact, reload start, and reload end. #ue5 #mech #indiegame #gamedev #sfx
More sound effects stuff ~ Got in some basic linear weapon sounds for physical-projectile and Ethereal-projectile weapons. Each has sounds for: fire, projectile impact, reload start, and reload finish. #ue5 #mech #indiegame #gamedev #sfx
Really happy with how the Evasive Boost sound effect turned out! It's got a ton of different layers to it. I used a variety of effects, ranging from magic casting to metal plates being dropped. Overall it sounds weirdly futuristic and impactful #ue5 #mech #indiegame #gamedev
Been working on more Mech sound effects! (there's gonna be lots of these posts lol) Finished up the afterburner and travel boost system, which has a few sound layers. #ue5 #mech #indiegame #gamedev #sfx
Started work on sound effects. Built the audio system and determined what an audio pipeline might look like. Notable first Mech sounds: idle layers, booster ignition, booster idles, steps, booster acceleration, takeoff, flight, and land. #ue5 #mech #indiegame #gamedev
Prototyping out a player dodge ability. It uses energy, bursts in the direction of their choice, and can be repeatedly used. Available both on ground and in air. Definitely needs a bit of cleanup, but right now I'm focused on the functionality #ue5 #screenshotsaturday #indiedev
Another day another new system - created the concept of Guide Bots. In exchange for a Forgotten Token (new item), these fellas will point you in the direction of a valuable resource. They will be part of robot communities, which can be discovered while exploring #ue5 #mech #indiegame #gamedev
Added in a system that the player can engage with while they are exploring: Data Replicators. These points of interest serve as opportunities to lore dump and provide the player with xp #ue5 #mech #screenshotsaturday #gamedev
Did a variety of fixes and updates to the player's swim ability: camera fixes, a new breath meter, improved splash vfx, better buoyancy feel and slowdown on entry, underwater sprint, and booster ability usage #ue5 #indiegame #gamedev
Added in a melee ability for the player. I gave the hitbox a pretty large radius since melee is a bit riskier to use. In the future I plan on adding in suck-to-target logic and dashing behavior #ue5 #indiegame #gamedev
cont from last post - of course you can fish off the Mech! Although it's really simple, I've been enjoying the whole aesthetic of the partially finished scenery and features - knowing what it can be one day #ue5 #mech #screenshotsaturday #indiedev
Added in some verrrry basic fishing. It's activated by using a new item: the Fishing Kit. On use, a basic casting animation is played, before looping into an idle. While actively fishing, every couple of seconds a skill check is rolled to see if you catch a fish #ue5 #indiegame #gamedev
final touches for wildlife - I implemented the death state with some basic behavior. If the NPC receives damage, they try to flee. If they are killed, then a VFX plays alongside their death animation. There's also a chance they drop an item! #ue5 #indiegame #gamedev
In my last post, I showed how wildlife NPCs flee from the player as a threat. I've expanded this concept so that if the player is in their Mech, then the NPCs threat range detection will be larger, causing them to flee sooner #ue5 #mech #indiegame #gamedev
cont from last post - besides the simple idle and wander states, I wanted the wildlife to have one more basic behavior: fleeing from nearby threats. If the player gets too close, then the NPC will do its best to run away #ue5 #indiegame #gamedev
I've had an animal wildlife asset pack for quite sometime now, so I decided to build the systems for supporting the concept of basic animal NPCs. First up was crafting their behavior as very simple state machines that go through idle and wander states #ue5 #indiegame #gamedev
more Brushify assets benchmarking - I setup a level with some game systems and about 80,000 trees. This is about double what I expect to use in the final product. On the highest settings, with my 3080, I get between 50-60 fps, which is great! #ue5 #mech #indiegame #gamedev