Hey hi hello - have been real MIA lately trying to get a demo build in good shape for #GDC! I'll be there during the week, should be a great time!
p.s. here's a repost
#ue5 #mech #indiegame #gamedev #screenshotsaturday
Hey hi hello - have been real MIA lately trying to get a demo build in good shape for #GDC! I'll be there during the week, should be a great time!
p.s. here's a repost
#ue5 #mech #indiegame #gamedev #screenshotsaturday
Looking at the recent updates I made to the player weapon systems, things are starting to feel pretty good for an MVP. At this point, there's still improvements I want to make for the AI and player, but I need to move on (for now)
#ue5 #screenshotsaturday #gamedev #indiegame
Big shoutout to blockout tools plugin -
Really cool tool I discovered for greyboxing things out quickly, was able to create a whole practice area for testing out player weapon mechanics
#ue5 #indiegame #gamedev
Added in directional HUD damage indicators. This ended up being a bit more tricky expected!
All indicators light up red when the damage is originating on your screen. Directional yellow indicators will light up if damage comes from offscreen
#ue5 #screenshotsaturday #indiedev
Yea! I was thinking of bloodborne and how halo does their shields haha
During testing, I was not a big fan of chip damage accumulation. To help the player out, I added in a temporary barrier. Dealing damage will fill up this shield, which is indicated by the yellow bar over the player's health (top)
#ue5 #indiegame #gamedev
More little things ~
Updated NPC pursuit behavior: before, they detected targets based on distance. Now, they will only activate if their target is in line of sight. If they lose LOS, they will continue to the last seen location of their target
#ue5 #ai #indiegame #gamedev
awesome! best of luck!
Little things ~
When it came to switching weapons, I noticed I was being locked into the animations for too long. So, I updated the weapon swap animations and made them quicker/snappier
#ue5 #indiegame #gamedev
I think that's a wrap on player weapons for now (QA pending)! I reached an MVP state in each part: Motion matching, aim offset, sprint, inventory, weapon swapping, character auto rotate, inaccuracy buildup, and blocked LOS warning
#ue5 #indiegame #screenshotsaturday
Kept running into an issue where my crosshair would be on a target, but because of the camera offset/perspective, the LOS was actually blocked.
Fortnite solves this issue with a warning at the collision point. So, implemented a similar solution!
#ue5 #indiegame #gamedev
Added in a basic inaccuracy buildup mechanic. Configurable for each weapon as needed. When firing rapidly past a threshold, the spray pattern will increase in size. Spraying less will gradually restore the accuracy of the weapon
#ue5 #indiegame #gamedev
It's the little things, right?
Added in auto adjust on aim when using ADS if a nearby object cuts off LOS from the crosshair due to the camera's offset. This avoids situations where the character incorrectly aims past something directly in their crosshairs
#ue5 #indiegame #gamedev
Added in hipfire ~
When the player starts to fire this way, I have the camera automatically move to the right to give better visibility. I think in the future, I may just have the camera always have this offset if the player has a weapon drawn
#ue5 #indiegame #gamedev
Prototyped out two more weapons: an assault rifle and pistol. Both with a focus for long-range. Luckily the asset packs they are from had blendspaces and aimoffsets. Think I might change out the crosshairs at some point
#ue5 #indiegame #screenshotsaturday
With the recent equipment swap implementation, I had to rework and expand my weapon system. I blended inspiration from Fortnite's camera offsets, FOV, and ADS feel. The first weapons I prototyped were a close range assault rifle and machine pistol
#ue5 #indiegame #gamedev
Finished up equipment swapping things ~
Got pistol-to-rifle weapon swapping working pretty smoothly. Had to make sure the animations blended into each other well. I might increase their swap speeds in the future
#ue5 #indiegame #gamedev
In my last post, I showed pistol-to-pistol weapon swapping. Similarly, I got the animations in for rifle-to-rifle weapon swapping. Next up, will be pistol-to-rifle swapping. So far so good!
#ue5 #indiegame #gamedev
I've done everything with blueprints
Thanks! I heavily leverage UE's gameplay ability system, it made this implementation not too bad
More weapons stuffs ~
The player will be allowed to have two weapons equipped at a time. To support this I implemented a swap system to let the player switch weapons. The first case I handled is if the player has two pistols equipped
#ue5 #indiegame #gamedev
Created a very basic item pickup system. When far enough away from a dropped item, a vfx indicates it can be picked up. Next up will probably be some mvp inventory ui ux stuff
#ue5 #indiegame #gamedev
Added in a player sprint. Pretty basic so far, just increases player speed, does some smoothing on the camera as it adjusts FOV, and consumes player stamina. In the future I want to get more bespoke animations and add a lean forward
#ue5 #screenshotsaturday #indiedev
aaaaand similar to my last post... I created the rifle pose search database for the player character. The anim set is from UE's Lyra Sample Project. Lovin how smooth of an integration these systems were into my existing setup. Still needs some tweaks though, more to come!
#ue5 #indiegame #gamedev
Similar to my last post, I created and implemented a new pose search database for when the player has a pistol equipped. The anim sets are from UE's Lyra Sample Game project.
#ue5 #indiegame #gamedev
Got the motion matching system functioning in game for the player character. The first animation pose search database I implemented is the unarmed set. It might not look like much, but it's a definite improvement from what I had before!
#ue5 #indiegame #gamedev
Starting work on the next feature: player weapons!
First I need to create an animation system that supports weapons. UE's motion matching seems like a good choice, so I migrated the sets used in the Lyra Sample Game. Next, I'll hook them up for character use
#ue5 #indiegame #gamedev
thanks :)
Redid the tutorial a bit to support the new syncing mechanic and assembly hangar environment.
In the beginning the player meets their instructor, gets some lore dump, then performs a sync with their Mech to start the training exercise.
#ue5 #mech #indiegame #gamedev
In my last post I showed the sync system, and now on the other end of that mechanic, is the desync system!
If there is room in the hangar, the player can desync their Mech to the closest available slot.
#ue5 #mech #screenshotsaturday #indiedev