I feel more confident and ready to make a Sci-Fi adventure game. My result of studying the Unreal Engine for May 2024, the 3rd month of the transition from Unity to Unreal
Variants for what it can be: nanorobot technology, which must be delivered through a laser into the rock, when the bot gets inside it extracts material and comes out already in a different state, this can be collected in a separate stack
I haven't drank alcohol for several years... The last time I drank 0-alc beer was six months ago. My wife and son went on vacation for a month and left me alone at home. Therefore, I will be a Troglodyte for a whole month, living in a cave and do #gamedev
On the left can of #beer it is written that it contains vitamins, the best format of taking vitamins... this is the most delicious non-alcoholic beer I have ever tasted
In the night there was a strong thunderstorm, a lot of lightning and loud thunder that sounded like explosions... Don't be surprised if there was something like that somewhere
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
@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
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?
@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
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
After 3 hours, after 5 time crashes of Unreal Engine - I did it. Chaos Flesh wheel... my video card said - let's finish this quickly, because I can't take it out anymore. As far as I understand, it is not need in the game, but to create a trailer to show the rover - yes!
@maxim Looks far less disturbing than I was expecting a Chaos Flesh Wheel to look, but maybe the old Unreal meat cube demo made me think it was going somewhere else :P
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 🤖😘
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)
My rule when studying is to do something small every day, especially in the direction you understand not very well. For me, shaders are an unknown world, so I try to recreate something every day
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
@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!