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handleonline.bsky.social
Game dev currently working on Untitled Mech Project! - Looking for a 3d artist/animator Community Discord: http://discord.gg/8QKfNtr Engineer/Co-Founder of Actual Nerds (@actualnerds.bsky.social)
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In my last post, I shared some screenshots that gave an overview of the assembly UI/UX. Here's a video showing the experience so far #ue5 #gamedev #indiegame #mech

Prototyping the Mech Assembly UI/UX. Took inspiration from Armored Core 6, 4, and 3. Interact with the computer to configure any Mechs in the area. Cycle through Mechs, view parts, and change parts. Hovering over parts compares to currently equipped parts. #ue5 #mech #gamedev #indiegame

Built out the alliance system and threat determination scoring for the AI. This allows for multi-way combat with target switching. I setup a 1 vs 3 scenario to test this; the outnumbered mech correctly switches targets as it figures out the biggest threat. #ue5 #mech #indiegame #screenshotsaturday

Found a free animation on Mixamo that I modified a bit to work as a placeholder startup animation for the Travel Boost system. Startup rate is determined by equipment. Also removed targeting functionality during travel boost, it was jarring having control taken away #ue5 #mech #indiegame #gamedev

Added in one of my favorite things: AI versus AI combat! This allowed me to test out and tune their behavior in different circumstances I also added in the ability for the AI to perform vertical strafes #ue5 #mech #gamedev #indiegame #indiedev

Shot of Alex looking across the interior landscape listening to a new track I'm working on for a few planned flashback scenes where she somberly recalls lost memories. Wishlist Zenoken? tinyurl.com/bdc35knj #Gaming #IndieDev #SoloDev #metroidvania #Godot #SciFi #PixelArt #ドット絵 #Music #GameAudio

Take too much damage, and your mech will be disabled. Further damage will eventually make it explode. In moments like these you'll want to eject fast! #ue5 #mech #gamedev #indiegame #screenshotsaturday

Added in the ability to enter and exit Mechs. Grabbed some free animations from Mixamo and tweaked them a bit to function for prototyping. I like how the sense of scale feels here going from human to Mech perspective #ue5 #gamedev #indiegame #mech #indiedev

Zoom zoom Testing out combat with endgame equipment Might be a bit too fast though, not sure... Anyone have opinions? (Also feat me getting wrekt by the AI) #ue5 #mech #indiegame #gamedev

Milestone! Added in: health calculation based on parts, destroyed state, and AI's ability to use weaponry. This means AI vs Player combat has been achieved :) The video showcases both mechs with mid-level equipment. #ue5 #mech #gamedev #screenshotsaturday #indiegame

I added in the ability to switch between targeting systems: auto, manual, and both. By default, the system is on auto. Manual aiming may be desirable for certain builds, depending on the weapons or equipment being used #ue5 #mech #gamedev #indiedev #indiegame

Showcasing more of Lost Eden's Bio Lab for #ScreenshotSaturday. It has many observational areas to study local mutated flora/fauna safely -- in theory. If you're nice enough, you might meet a scientist willing to 'help' you. #PixelArt #ドット絵 #IndieDev #SoloDev #metroidvania #Godot #Gaming #scifi

Targeting updates: - auto aim removed since it was annoying having control taken away - new crosshairs for better visibility on target - weapon ammo count (R during reload) - health on focused target p.s. also testing shotgun and machine pistol #ue5 #mech #gamedev #screenshotsaturday

Testing out targeting and AI movement with endgame equipment: larger target frame, faster booster speeds, and increased weapon accuracy #ue5 #mech #indiegame #gamedev

Overhauled the target system: independent weapon projectile calculation based on target distance and speed, removed crosshair, and eased the aim-assist (was too jarring) tldr: keep enemy in target box = good #ue5 #mech #gamedev #screenshotsaturday #indiegame

This is insane. I need this sorta map in my game at some point

Added evasive boosts to all parts of the AI's movement. This means it will use these boosts to get closer or back up if necessary. The usage frequency and decision making will be configurable via behavior profiles in the future. #ue5 #ai #mech #indiegame #gamedev #indiedev

AI can now use evasive boosts while encircling their target The direction of their evasive boosts is configurable, and will update their ongoing encirclement direction #ue5 #mech #gamedev #screenshotsaturday #indiegame

Hi, i'm still here. Started to form some sort of direction for whatever it is i'm making. I'm thinking a rogue-like... idk. Anyway, here's enemies from level 1. I'll have some gameplay later! #Indiedev #Solodev #indiegames

More AI behavior! When the AI gets close enough, they will start circling their target. I'm excited since this will be a good foundation for building their engagement behavior #ue5 #mech #indiegame #ai #gamedev

AI movement works with boosters now, this includes flying. Follows the same rules as before: the AI is constantly trying to get within that ideal range of its goal. #ue5 #mech #indiegame #screenshotsaturday #gamedev

Started working on AI foundations They engage on line of sight. If too far, they will get closer. If too close, they will backup. The idea behind this is when an AI engages a target, there will be an ideal range for their weaponry to be most effective. #ue5 #mech #ai #gamedev #indiegame

New (old) devlog post is out! Covers in more detail some things I shared a couple weeks ago: Aim Offsets and Locked Targeting themechwhisper.blogspot.com/2024/08/8920... #ue5 #mech #indiegame #devlog #gamedev