I did this a few months ago. Now I'm thinking if it would be ok to use it for a wheeled Rover. If gameplay is 1st person view and wheels will not be visible during the movement of the rover. Activate the complex suspension and wheels where the camera will be 3rd person
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?
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
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
Stuffed up my print run yesterday, so now I have to drive all the way into Launceston and get it done again. Entirely my fault, but very frustrating. How long does it take you to get anywhere from where you live? About forty minutes? Less?
Game design question 📌
So I think, what can be done from this? What are the gameplay and event scenarios? Something penetrates to the surface from underground, or you have to find a hole in the floor with a sub-tile
I was watching Joel Vinesauce stream that Ikea SCP game and he commented "oh it's Minecraft" half-jokingly when he found you break down random furniture for supplies.
Rewatching I realized the game really IS minecraft from a game design point. You mine, you craft, but the health meter also only refills over time, based on your food just like minecraft.
It's also infinitely generated and has a bed that regens health (as it used to in MC)
Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational
Been thinking a lot about layered narratives lately, and then I stumble across this video on layering puzzles and interactions into your scenes for D&D:
Gone in 60 Seconds. I was troubled by the thought of the mechanics of the detective, the reflection of the decals if you shine an ultraviolet light on them, so I made the first draft
Another stage of testing, an energy pulse against the glass. It doesn't look perfect, but I'm excited, the quality will come later, mechanics and gameplay first
Today my dealing with the Unreal Engine 5 - a prototype of an ultrasonic energy weapon with control of the power of a directed energy beam. I'm not an effects master, so it doesn't matter at this stage. The stronger the impact of the projectile, the more energy it needs
Hey there,
while typing up my next RPG Project, I came to the conclusion, that I will not write down in detail the fundamentals of "what a Roleplaying game is", since I assume that the vast majority of the people that play my games, already know what an RPG is. Instead I want to refer to a link, where someone else has elaborated on that matter already, in a newcomer-friendly way.
can someone recommend me a link to an article, potentially created for that purpose?
Unreal Engine level design 🔥
The concept (idea) can be like this - use Chaos destruction for the wall to go into the room in which the ceiling is on fire, and then, while in the room, trigger the chaos event to collapse the ceiling
In the game, one of the protagonist's tasks will be to collect flora and fauna biomaterial. After collecting the samples, they can be viewed in the inventory. Maybe there will be a mechanics - mixing and testing samples properties