Gregg
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gregorski.itch.io
Gregg
@gregorski.itch.io
29 | Hobbyist solo gamedev working on NOMAD, a dark and neon movement shooter. Working full-time in aerospace engineering.
Been iterating on making enemies populate and patrol ahead of you and attacking when you get closer; along with fixing enemy behavior oversights, it's a step up!
#ue5 #gamedev
November 9, 2025 at 7:03 PM
You can now hear some wind while you fling yourself around the world!
#ue5 #gamedev
October 25, 2025 at 4:33 PM
Projectile bursts now lead their aim better and start faster.
#ue5 #gamedev
August 16, 2025 at 9:38 PM
Portals have been a sweet addition to my game.
(Forerunnerx - Contempt)
#ue5 #gamedev
August 1, 2025 at 7:00 PM
Finally fixed the viewmodel visual while grappling.
Wallruns and sliding got some needed attention too.
#ue5 #gamedev
July 25, 2025 at 8:41 PM
July 24, 2025 at 3:57 AM
Luckily the game aims for you a little bit
(Forerunnerx - Contempt) #ue5 #gamedev #indiedev
July 24, 2025 at 3:57 AM
Improved my aim nudging code a bit - basically bends bullets to help you hit targets if your aim is close enough, especially on wallruns!

It is adjustable per shot profile, and I've exaggerated the values a bit for this clip.
#gamedev #indiedev
July 19, 2025 at 1:25 AM
Redoing tutorialization and adjusting systems accordingly. It'll probably change a bit more but - Triggers prompt to open a Tutorial window with a bit of information on mechanics in context.

The prompt can be ignored, but I might do a first-time force for new players.
#ue5 #gamedev #indiedev
July 13, 2025 at 12:09 AM
Feelin preeeetty pleased with how my game looks.
#ue5 #gamedev #indiedev
July 11, 2025 at 9:25 PM
June 17, 2025 at 3:08 PM
Been doing level design lately.
#ue5 #gamedev #indiedev
June 15, 2025 at 10:13 PM
Updated enemy animations and visuals. Lots of work lately in improving enemy behavior too.
#gamedev #indiedev
June 2, 2025 at 4:05 AM
New replayable Totem challenge arena (waves escalate), grapple points display distance to interact, pickups display cooldown, jump restores for free midair jumps, AI fixes...

And I'm experimenting with a cybersword energy slash.
#ue5 #gamedev #indiedev
May 27, 2025 at 1:08 AM
Weave through the chaos.
#ue5 #gamedev #indiedev
🎵 Acryl madness - Melting Pulse
May 3, 2025 at 7:06 PM
Wallrunning now checks above and below the player to keep you roughly centered on the wall, making this platforming segment feel much smoother than it would otherwise!
#gamedev #indiedev
April 30, 2025 at 4:07 PM
Shifted more towards my palette.
#gamedev #indiedev
April 28, 2025 at 1:55 AM
Ocean floor vibes
#gamedev #indiedev
April 26, 2025 at 5:21 PM
Been a little more detail oriented lately. Besides extra visual touches, grapple points have cooldowns and line of sight breaks now.
#gamedev #indiedev
April 14, 2025 at 4:52 AM
Enemies now have appear and dissolve FX, and a bit of delay when spawning in.
#gamedev #indiedev
April 12, 2025 at 10:07 PM
Returnal style ring hazards, my setup is simple but effective!
#gamedev #indiedev
April 12, 2025 at 4:53 AM
Movement got a bit more refinement this weekend. Got rid of some long standing sore spots.
#gamedev #indiedev
April 7, 2025 at 5:34 AM
Experimenting with additional grapple targets. The Barrier ability's grapple is automatic if you're looking at it. All of these grapple points have lower range than default.
#gamedev #indiedev
April 5, 2025 at 5:19 PM
One day, these models are due for upgrades. For now, this is a pretty sweet shot.
#gamedev #indiedev
April 3, 2025 at 4:24 PM
Enemy projectiles are getting better at zoning the player. Can't pass through them all, you'll have to weave around.
#gamedev #indiedev
March 29, 2025 at 6:56 PM