Ki3_Games, to art
@Ki3_Games@mastodon.social avatar
maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #vfx #gameplay #gamedesign #UnrealEngine5 #gaming #scifi #UnrealEngine

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mehdi_benadel,
@mehdi_benadel@mastodon.balamb.fr avatar

@maxim Niagara script is such a nightmare to write. I wonder why it had to be different from blueprint and shader logic actually

maxim,
@maxim@mastodon.gamedev.place avatar

@mehdi_benadel I don't have any experience at all, I've been learning the engine for 3 months, but simple complex things can be done with simple approaches... I agree, writing custom modules in Niagara is difficult

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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?

#gamedev #indiedev #gameplay #UnrealEngine5 #UnrealEngine #ue5 #gaming #videogames #HashtagGames #vfx #scifi #game

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maxim,
@maxim@mastodon.gamedev.place avatar

@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture

maxim,
@maxim@mastodon.gamedev.place avatar

Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent

maxim, to scifi
@maxim@mastodon.gamedev.place avatar

Flying a drone over this mess... I won't show you the drone itself, because now it's just a sphere. I haven't thought about the design yet. The drone will have a lot of mechanics, I hope... Now there is only movement gameplay and flashlight 🤖😘

#scifi #game #gamedev #adventure #indiegame #gaming #videogames #gameplay

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dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@maxim If you ever need navigation do check out @mercuna's 3D navigation for Unreal

https://mercuna.com/

maxim,
@maxim@mastodon.gamedev.place avatar

Ok, I forgot cool feature, the drone has parallax HUD. There's also HUD radial effect, but I'll probably remove that. I stopped liking this view

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Experiments with Niagara... Collision and difference in the reaction of the protagonist and other objects. Maybe you will have ideas what it can be in the game (gameplay)

#gamedev #vfx #gameplay #UnrealEngine5 #UnrealEngine #indiedev #scifi

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maxbob,
@maxbob@det.social avatar

@maxim you are building an IKEA simulator?!

maxim,
@maxim@mastodon.gamedev.place avatar

@maxbob 🤣

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Gameplay design / Unreal Engine 5 / Niagara 📌

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

Maybe you have some ideas 👀 please write

#gamedev #UnrealEngine #gamedesign #indiedev #leveldesign #gameplay #gaming #UnrealEngine5

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maxim,
@maxim@mastodon.gamedev.place avatar

Slime, thanks to which you can affect the physics of movement, as is done in the Portal game

calicoday,
@calicoday@mastodon.gamedev.place avatar

@maxim My special gift is making charming simple ideas complicated 😹 , so I'd be interested to see the particles bounce off different things and be changed different ways (so look different when they stick after). Not really helpful, sorry!

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

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Ki3_Games, to art
@Ki3_Games@mastodon.social avatar
maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

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

#UnrealEngine #vfx #gamedev #ue5 #gameplay #gamedesign #indiedev

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maxim,
@maxim@mastodon.gamedev.place avatar

@feyter today was just such a day, there are days when everything falls out of hand

feyter,
@feyter@mastodon.gamedev.place avatar

@maxim happy to hear that this should not be the norm 😂

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Close kinetic contact and remote contact of energetic ultrasonic

#gamedev #FollowFriday #UnrealEngine5 #indiedev #indiegame #gamedesign #gameplay

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maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

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otter_linnus,
@otter_linnus@det.social avatar

@maxim ah I see. But the radius is not being stretched according to the angle between the beam and the wall, right? (I'm not trying to be a d-bag, I'm just really curious.)

maxim,
@maxim@mastodon.gamedev.place avatar

@otter_linnus there is the starting point of the light and the distance, and there is a conditional radius of the end of the searchlight, I transfer these data to the decal material

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

// Sci-Fi adventure game devlog, Unreal Engine 5

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maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Gameplay idea, a magnetic field exciter that can be assigned strength and range settings to lift special rocks with ore to reach the top point in the platforming

#gamedev #UnrealEngine #scifi #TrailerTuesday #gamedesign #gameplay #conception

video/mp4

cutefloor, to DOOM

Freedoom is a free and open-source first-person shooter game using the DOOM engine. Initiated in 1999, it aims to provide a complete game experience compatible with custom levels, music, and graphics from the DOOM community. Version 0.13.0, released on January 29, 2024, offers enhanced compatibility, removal of Boom features, bug fixes, and new content. This video shows Phase 1.

https://www.youtube.com/watch?v=JH4QSMgHYR8

pateln01, to DOOM

Update

Started my gameplay of chapter 5 ...we just might be in finally...also that purple accent is pretty cool looking

https://www.youtube.com/playlist?list=PLH9X4m3s2fcfXS7YizwcZqreXxCs1dVBN

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