It already looks like gameplay and prototype game mechanics... A collection device with a limit, a device for accumulation and whatever. What's next? Make a Ghostbusters energy trap?
URGENT, DUE TODAY! please help Evel! xen is #Indigenous, #trans, #disabled, exhausted, and has a family to support. xen is fundraising for their monthly bills and housing.
I really hope short-form hasn't run its course. But why should it really? I think it's more something that needs to be taught to players more, as not every game needs to be hours and hours of runtime! #gamedev
The best part about game dev is that a random line of code or some random stone asset could be a "load bearing wall" and the entire game will stop working when you adjust it in any way.
No one will know why and no one will touch it. It will ship this way. #gamedev
Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
Now we're cooking! Shown here is the interaction between different subsystems - I'm using the Command Pattern which makes implementation pretty straight-forward.
Next up is finding an interesting way to limit the undo feature - Any ideas?
I FINISHED MY FIRST GAME JAM!!! I'm extremely lucky to have had a wonderful team, and I think our game fluffulis is really pretty amazing for the short time we had to make it! I would love to hear what you think of it if you give it a try ❤️ #gamedev#unity3d#unity#3D#blender3d
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
Sometimes you worry about the wrong things. I was worrying about how much memory the state of all inventories in my game would use, that's all containers as well as NPCs and PCs.
Why would I need to keep the inventory state of containers not present in the current map?