Angelo
@handleonline.bsky.social
200 followers 250 following 240 posts
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)
Posts Media Videos Starter Packs
handleonline.bsky.social
Great to know for future use, working with PCG can be a pain to those unfamiliar with it
handleonline.bsky.social
i have not! thanks for sharing
handleonline.bsky.social
I want to start working with PCG for larger foliage. But first, I also want a good looking landscape decor. I found a nice asset called MW Landscape Auto Material. I followed the documentation, and with some small tweaks it looks great!

#ue5 #gamedev #indiedev
handleonline.bsky.social
Someone pointed out I said splish splash in my last post, even though there was no water splashing...

Anyways! I recently added in splash VFX on water entry for the player with a scaling braking fiction depending on the velocity of entry

#ue5 #gamedev #indiedev
handleonline.bsky.social
Splish splash, doing the player swim implementation now. Got basic locomotion working with some free anims from Mixamo

#ue5 #gamedev #indiedev
handleonline.bsky.social
In my last post, I showed splash VFX for projectiles hitting water. Now, I added in a similar effect for when the Mech is hovering or going through water.

#ue5 #mech #gamedev #indiedev
handleonline.bsky.social
Thanks! Performance is always a top priority for me.
From what I understand, performance is pretty good so far. I have an older PC I like to test on, which uses a Radeon 6600 (three generations old)
handleonline.bsky.social
Added in splash VFX for projectiles that hit the water's surface. I was able to modify and use an existing performant particle system that I owned from an asset pack.

#ue5 #gamedev #indiedev #screenshotsaturday
handleonline.bsky.social
Water looks great so far!

And I got the underwater post processing effect working nicely after some modifications to the default material

#ue5 #indiedev #gamedev
handleonline.bsky.social
Next up: figuring out water for landmasses

Followed some YT tutorials and figured out how UE's water system works. Made some tweaks of my own so I could decouple its automatic solving of water height, which I'll need control of later.

#ue5 #gamedev #indiedev
handleonline.bsky.social
Finally achieved my goal!

Exported 4 tiles from photoshop, each at 16321x16321 resolution. Imported into UE at 8x size. Once pieced together, overall size is 261km x 261km

Can't wait to start exploring the world

#ue5 #openworld #gamedev #indiedev
handleonline.bsky.social
Still playing around with world generation techniques. Figured out a pretty solid workflow for sculpting shapes. Hoping to extend this to generate 512km x 512km landmasses

#ue5 #indiedev #gamedev
handleonline.bsky.social
LOL I actually got my units mixed up (tired) when writing the post, I'm aiming for 130km x 130km
handleonline.bsky.social
In UE, there's two ways to handle large levels:

1. Level Streaming. This works with chunking the landscape. You can use a UE feature to generate landscape LOD in the engine. The generated LOD also functions with chunking.

2. No Level Streaming. Landscape has no LOD and is visible in its entirety.
handleonline.bsky.social
Testing out dif world generation methods. Aiming for landscape of around 130,000km x 130,000km

a. 15000x15000 res image, C# app to scale up 10x (31gb filesize yikes!)
b. 2017x2017 res image, scaled up in UE 64x (2mb filesize)

Learned a lot from all this, more to come!

#ue5 #indiedev #gamedev
handleonline.bsky.social
Starting a bit of a deep dive into world generation in UE. To begin, I learned about how you can import a 16 bit grayscale png file and use it for landmass generation.

Going to be fun expanding this to create actual landmasses

#ue5 #indiedev #gamedev
handleonline.bsky.social
More destructible things!

After being destroyed and after a some time, the object will respawn. If there is an actor in that space, then it will only respawn once the space is clear.

This helps repopulate environments of their scenery

#ue5 #mech #indiegame #screenshotsaturday #gamedev
handleonline.bsky.social
Added in movement reduction on destructible collision!

How much the Mech is slowed down depends on the object they are obliterating. This sorta thing helps reinforce the impact of the destroyed environment to the player.

#ue5 #mech #indiegame #gamedev
handleonline.bsky.social
Working on environment destructibles now!

Modified some existing particle systems to produce exploding vfx for different objects.

In the future, I want scenery to explode around the Mechs as they are fighting. This is the first step to making that possible

#ue5 #mech #indiegame #gamedev
handleonline.bsky.social
Decided not to use UE's sample buildings anymore. They were far too detailed, unoptimized, and cumbersome to use.

I found a nice asset pack called "Modern City Bundle", which had an emphasize on optimization and worked well right outta the box.

#ue5 #indiegame #indiedev
handleonline.bsky.social
Took a look at UE's sample buildings and I discovered their collisions were overly precise, causing snagging issues for character collisions.

I found a tool called Field Collision Generator, which I used to sculpt more forgiving collisions on the buildings.

#ue5 #indiegame #gamedev
handleonline.bsky.social
Did a proof of concept for protected areas!

There will be different areas out in the world, and if the player enters an unfriendly area, then it can trigger a response from nearby forces.

I imported buildings from UE's City Sample Project for testing.

#ue5 #mech #indiegame #indiedev
handleonline.bsky.social
When combining both tanks and missile launchers, the group of Simple NPCs are quite challenging and fun to face in combat!

There's definitely lots of fine tuning left to do, but for now I am really happy with how both their implementations turned out

#ue5 #mech #ai #combat #gamedev #indiegame
handleonline.bsky.social
Similar to tanks, the destruction process for missile launchers start with them being turned into a fiery hull, before eventually exploding.

As explained in my other post: "This allows for cinematic moments during gameplay, while still considering optimization."

#ue5 #mech #indiegame #ai #indiedev