Did a variety of fixes and updates to the player's swim ability: camera fixes, a new breath meter, improved splash vfx, better buoyancy feel and slowdown on entry, underwater sprint, and booster ability usage
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Added in a melee ability for the player. I gave the hitbox a pretty large radius since melee is a bit riskier to use. In the future I plan on adding in suck-to-target logic and dashing behavior
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cont from last post - of course you can fish off the Mech! Although it's really simple, I've been enjoying the whole aesthetic of the partially finished scenery and features - knowing what it can be one day
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Added in some verrrry basic fishing. It's activated by using a new item: the Fishing Kit. On use, a casting animation is played, then a looping idle. While actively fishing, every couple of seconds a skill check is rolled to see if you catch a fish
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Hi everyone, I want to show you all the trailer for our game, Ironwing Valiant: Record of Astera! We were feature in Indie Quest 2026. Thank you @TaylorsShelf for hosting us! A special shout out our awesome VAs: @xJ_Takax@DarrelJDelfin@MiannMusic@Lady_Qathrin@CoachDorntastic and @KY_Draws for supplementary art work!
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final touches for wildlife - I implemented the death state with some basic behavior. If the NPC receives damage, they try to flee. If they are killed, then a VFX plays alongside their death animation. There's also a chance they drop an item!
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In my last post, I showed how wildlife NPCs flee from the player as a threat. I've expanded this concept so that if the player is in their Mech, then the NPCs threat range detection will be larger, causing them to flee sooner
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cont from last post - besides the simple idle and wander states, I wanted the wildlife to have one more basic behavior: fleeing from nearby threats. If the player gets too close, then the NPC will do its best to run away
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I've had an animal wildlife asset pack for quite sometime now, so I decided to build the systems for supporting the concept of basic animal NPCs. First up was crafting their behavior as very simple state machines that go through idle and wander states
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more Brushify assets benchmarking - I setup a level with some game systems and about 80,000 trees. This is about double what I expect to use in the final product. On the highest settings, with my 3080, I get between 50-60 fps, which is great!
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cont. from last post - been doing more Brushify asset benchmarking for environments. This time I've been specifically focusing on trees. Leveraging Nanite proved very optimized and gets rid of billboard popping
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#MetalFrontier#mecha#インディーゲーム#ゲーム#ゲーム開発Devlog 05/24
To make the character's actions clearly visible in a top-down action game, I have to make them bigger and more exaggerated, even at the cost of sacrificing the realistic structure of the firearms.
Working with new assets now from the Brushify library - I'm really enjoying what's available. Had to make some modifications for my use cases and optimizations. To start out, I've been benchmarking the landscape material and grass. So far so good!
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Finally got around to adding in the Mech afterburner (aka sprint). It functions by holding the Evasive Boost button, which will engage the afterburner and consume energy at an increased rate for a consistent speed boost
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cont. from last post: if you run over crystal resource nodes in your Mech, it will instantly convert into a stackable item (Ethereal Dust) that can be traded for currency with merchants
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