I am trying to make different options for object inspection. Do not pay attention HUD, only the mechanics are of interest now. What else exists, remember? I want to reproduce as many as possible in order to choose for game
Sci-Fi game devlog | Unreal Engine 5 📌
I created a draft battery and added a little logic to charge the batteries, the more batteries or the less light, the slower it charges from the solar panel. I really enjoyed the process of creating widgets, I hated doing UI in Unity 🧦
I make solar panels to charge energy batteries from starlight. One of the main mechanics in the Sci-Fi game is the use of batteries, of which there will be a lot. Find or craft and charge... for tools, transport, etc
I continue to develop different mechanics related to energy, started making solar panels to charge the batteries, panel elements react to objects blocking the sun... will connect it with cables next
Unreal Engine 5 at Sunday... I studied the connections between objects and components... for experiments I created a generator, cables and consumers. Now my cables can transmit energy ⚡️🔌💡
It's not quite a cable, it's a tentacles, but the concept of creation is very similar. Particles in Niagara that keep a certain distance between themselves. Maybe someday I'll come up with something to do with it 🐙
I know I post too many cable videos, but this is the last one, or the penultimate one. Let me remind you that I am still learning Unreal Engine and at a very early stage, so I am interested in trying everything that comes to mind
I have an idea to use a bunch of cables to connect to different sockets of the character, for example to do like in the Matrix, if the protagonist will sleep in a special capsule
Cylinder: radius 1, length 500. Skeletal Mesh with 50 bones and Capsules colliders. The result is a 5-meter cable. And this is done without the use of third-party editors, only Unreal Engine 5
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
Continuing the rope experiment in Unreal Engine 5 ... tried gluing two ropes together with Physics Constraint Components. Doesn't look perfect, but these problems can be solved. I think it is possible to make the behavior of a rope of any size
The first draft of a rope from a cylinder using only Unreal Engine 5. I created a cylinder with width 1, saved it as a static mesh, then converted it to a skeleton mesh, created a chain of bones in the skeleton mesh editor, then created a physics asset from it, and that's it. Ordinary cylinder became a rope. Next, I will try to adjust the physics so that they do not behave like worms
I started with a simple - add a Cable component between two components. Next, I will try to make it more difficult, after the first action, a cable will be added to the component and the protagonist... and change the length of the cable during movement
Another video showing the signal fayer, throwing mechanics and the switching from protagonist to drone... now I started doing the mechanics of interacting with the power cables like in Half Life 2
Good evening... Tried to make a storm, but my video card said me - "do it without me"... Therefore, I did not continue any further, and I will show you this
Made a second object for throws. This flare is not for lighting, because the protagonist has a flashlight... this item is a tool to distract the creatures that live on this planet
Więc, Kingdom Come: Deliverance 2, pozostaje na #cryengine. Ktoś mógłby się spierać że dzisiejsze, nowsze, bardziej świeże silniki takie jak #UnrealEngine5 byłby lepszym wyborem, a sam CryEngine nie należy podobno do łatwych jeśli chodzi o tworzenie gier. Poza oczywistą odpowiedzią deweloperów że wszystkie ich procesy są obudowane wokół silnika z poprzedniej odsłony (za tym artykułem z IGN https://www.ign.com/articles/warhorse-studios-kingdom-come-deliverance-ii-interview), to sam osobiście uważam że potrzebujemy większej różnorodności jeśli chodzi o ten obszar. Konkurencja dla hegemonów musi istnieć, inaczej wpadniemy w spiralę afer takich jak ta ostatnia z Unity.
Dodatkowo ten silnik w dobrych rękach daje świetnie wyglądające gry. Crysisa wystarczyło lekko przypudrować i nie odstaje znacznie od dzisiejszych gier. Może kuleje jedynie geometria.
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
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
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