Battle Walker implementation continued ~
When destroyed, the Battle Walker plays a destruction VFX and animation. Similar to other Simple NPC vehicles in the game, the destroyed husk remains.
p.s. it was fun putting a group of Battle Walkers against a duo of Mechs
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Posts by Angelo
Love how these Battle Walkers function in a group. Still working on the right amount of DPS from them, but so far they have a good consistency when there's like 4-6 of them in a pack
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Finishing up the implementation of what I call the "Battle Walker"
Separating legs and top into two movable mechanisms ended up taking longer than expected. Overall worth it though. Two weapons available for use: missiles and burst machine guns
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thanks again, i really appreciate it
Going to be adding a medium-sized enemy soon. Had a nice Fab asset from a while ago that I got on sale or through some sort of deal. Should begin implementation tomorrow!
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wow, thanks for the honorable mention!
Made improvements to the pilot weapons tutorial. Removed some of the hand-holding that was there before and most importantly made sure Regina (your instructor) yells at you if you talk to her with your weapon drawn
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Player Booster ability continued ~
Added in weapons functionality so the Player can pew pew while using their new ability. I like how things are turning out so far
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*need*
thanks! im intending for players to spend a good amount of time outside their Mech, I don't have any solid numbers yet though
Gave the player a booster ability which pulls from their energy bar. Since much of the game works on the vertical dimension in Mech. I wanted to also give the player some vertical movement capabilities out of Mech
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No clue what Moob conditioning is, but for very important moments I'll probably use cutscenes or different forms of storytelling to convey things to players. I'm trying my best to not remove control from them too much
ayyy thanks!
Overhauled ingame dialog system: from being unskippable timer text delivery in the letterbox (bad UI UX), to an alert-system feel with next dialog on player input. Harder to ignore important text and easier for the player to go at their own pace!
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More Travel Boost System updates ~
Since the Player can now free look during use (previous post), I finally implemented weapons during flight. This is something I've always wanted to do, but just wasn't feasible with the previous setup.
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Made some improvements to the Travel Boost system:
- Can free look around Mech during flight
- Can lower altitude
- Camera FOV/distance adjustments on windup and activation
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Felt like it was about time to rearrange the HUDs for easier readability and less clutter. I also wanted more consistency between the Pilot and Mech HUDs. New setup has so much more breathing room
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thanks! when you put your weapon away the crosshair fades out
feedback train keeps a rollin -> people kept noticing a delay on hipfire and ADS. This was because (previously) the crosshair wouldn't appear for hipfire until you started firing. I decided to make the crosshair always visible when your weapon is drawn
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Other important feedback I received from friends: the Mech weapons tutorial was not clear about incremental step progress. To fix this, I added in counters to the overlay so the player knows their progress and what the current step is asking
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Watching some friends play, I noticed that many of them did not understand the different activation stages of their Travel Boost. To fix this, I heavily modified an animation from Mixamo to convey a windup for the player activating their Travel Boost
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Noticed players were having issues using the Mech Assembly menu during the tutorial, so I made some UI UX adjustments. Most importantly: converted buttons/stats to a readonly look, changed the Sync button color to green and moved it next to the back button
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In previous posts, landscape chunks pop in/out during travel. This was due to forward rendering testing for optimization. Recently, I switched back to deferred rendering which allowed me to regenerate HLODs for that long view distance!
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Some feedback I received and something I noticed was that objectives are not always clear upon assignment. To fix this, I made it so objectives are automatically visible for 5 seconds on assignment and 3 seconds from the tab overlay menu
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we jammin ~
Finished up the last piece of the tutorial! After passing the final assessment, you are sent to a distant transport cargo ship to end the tutorial. Next steps: overall touchups after player feedback.
(long vid, so I threw in royalty-free music)
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New tutorial continued ~
Unlike my last post (where I was bad and lost), if you pass your final assessment, then Regina clears you for active duty
p.s. - I observed pain points here from players, so this gets improved in the future!
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New tutorial things continued: For the final assessment, Instructor Regina wants the Pilot to best her in 1v1 combat. All they have to do is get her below half-health.
It's not the end of the world if they fail though, they get to try again!
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New tutorial things continued ~
After finishing the pilot weapon tutorial, your instructor takes you to a new area for a final assessment. This is where I leverage the new AI pathing feature I posted last week
(feat. royalty free music for travel)
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More tutorial work!
Working on teaching the player how to use basic pilot weaponry. First up is they learn how to use a pistol with hipfire and ADS
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