A quote that stuck with me, from the loading screen of Space Engineers:
“When you want to know how things really work, study them when they're coming apart.”
― William Gibson
Posts by SiliconNoodle
Some desync issues gave me a peek at how the server communicates client positions back to them. Based on this teleportation trick, it would seem the server is like, "You are standing at this point on this thing." But the client was confused about where the thing was. #gamedev #indiedev #ue5
I saw a Dr. K post on burnout monitoring that said to list out the things that drain your energy. I must be doing better these days because all I have is: pasta lunch.
The lasers are now configurable and can be driven by wire signals. Here is one set up with the extent of pistons driving the R,G,B, and intensity channels. Color is normalized and the intensity multiplied by the largest of the channels or average to avoid "dark light." #gamedev #indiedev #ue5
We got freaking buildable lasers! Next up is hooking up RGB parameters with the wiring system. #gamedev #indiedev #ue5
Dismantling is functional! I'll change the colors and UI so it is not so blatantly ripping off Satisfactory.
It took a little bit to resolve how I have the physics set up. My strategy has been to solve the big problems first. Another one down! #gamedev #indiedev #ue5
medium.com/unreal-engin...
This is a must-read on the topic too.
At one point Coffee Stain put out a behind-the-scenes talking about rendering techniques used in Satisfactory. I am indeed used the technique as they did. Thanks Snutt!
I smooshed together info from these two sources. Thanks guys!
www.youtube.com/watch?v=UWWe...
www.youtube.com/watch?v=BUXI...
Stencil buffer highlighting! Just using grab as a trigger to test it for now. In the near future it will be used for highlighting multi-selected parts for disassembly (ripping off Satisfactory), and in the far future for blueprinting. #gamedev #indiedev
Throwback Thursday: It has been 2 years since I started prototyping my game between contracts. This video explains a major motivator for switching to UE5 last year, though I definitely have more.
#gamedev #indiedev
Partially embedding a contraption allows for a mix of stability and operability.
Worried about gravity messing with your build process? Suspend your contraptions and your disbelief with the new Newtonian Nullification Field! When activated, classical mechanics will no longer inhibit your workflow. #gamedev #indiedev
Agreed. Also, there is something really cool about bullet time with gyro-aided aim controls. The implementation in Breath of the Wild really did it for me.
The logic system is shaping up. Here I show how parameters from one part can drive another and I/O can be assigned by channel, even creating cascades through the system. #gamedev #indiedev
Sequencing was done by organizing moves into coroutines; tracking which are active, when they are complete, and when do disrupt them. The main drawback was making sure the system could recover from exceptions stopping any coroutine. But we never have any of those happen. Right? Right?
Unfortunately, being the first boss I made for the game, this one has the least surviving behind-the-scenes footage. The process did shape how I designed and programmed the others. All the fights are divided into thirds, ramping up aggression to easy the player in to the final epic struggle.
Thowback Thursday: My final Rogue Ascent post for a while. The gunship boss was inspire by the Metal Gear Hind D fight. The game's goal was to feel like a badass. No better way than taking out a war machine on foot. #gamedev #indiedev
I'm working on a game about building wacky contraptions. Today I prototyped a wiring system for transferring state between parts. This little demo shows the motor speed being driven by the extension of the piston. This is the start of big things. #gamedev #indiedev
Her split ability was inspire by Dark Samus
Telekinetic volley and floating animations inspired by Psycho Mantis.
Her black hole/white hole defensive ability was inspire by Outer Wilds.
Throwback Thursday: Here's from my work on the Holomage from Rogue Ascent, a Mysterio inspired character who rules the holodeck. Use your scanner to disrupt her abilities: cloning, grenade volleys, black hole/white hole deflector, and more. #gamedev #indiedev
youtu.be/UefWrPALlAw
Throwback Thursday: I am a professional tentacle programmer. Here's some dev demos of the functionality behind the scrapper kraken boss from my work on Rogue Ascent. Layered wiggling, driving a pose, lerping between poses, and lerping along a curve defined by a pose. #gamedev #indiedev
So ANY software developer will be able to query which bucket a user falls in and then construct a catalog of minors to exploit.
While I do like muscle mommy, I gotta go with C
"And he remembers also that every rational animal is his kinsman, and that to care for all men is according to man's nature." -M. A. Meditations
Cooperation is humanity's survival super power. Go further than "love thy neighbor." The neighborhood is a rather small circle. It's just not good enough.