Hiya! The Project my team and I have been working on has gone public!!! With loads of candy (And guns) You can make your way through the Candybot infested factory. You can check it out here: https://t.co/fzOiKGKJVl
@BuasGames#gamedev#itchio#gamedesign#gaming#UE4
@ForzaHorizon@WeArePlayground I just set a 56.615 on the legend island time trial with the Mazda Furai but my time is not showing up on the leaderboard. I should be ranked 1 on the global leaderboard, this took like 6 hours to grind. Can you help me?
@Spideraxe30 it causes annoyance every now and then because an ability i wanted to go to the bottom right direction is now flying off into a completely different place
@Spideraxe30@Spideraxe30 With minimap targeting being something that can be changed. Is there a future possibility for a QoL change where players can decide whether the mini-map is available for aiming abilities. I'm a casual and often find myself aiming on the map accidentally in big fights
During concepting I made a system for highlighting items + a context menu. Over the next 8 weeks I'm hoping to streamline this more, add more functionality and weave it together with features from other team members!
Also committed to post more often!
#gamedev#indiedev
After receiving feedback I turned one of my concepts into a portfolio piece. I think this is the first time my research and concepting actually made me proud of what I have achieved. Any feedback is always welcome, especially regarding visual design!
#gamedesign#portfolio
@Googlywaa For the project itself it has already been outsourced, but I am pretty interested in trying to sketch the functionality instead of using text explanations. Do you maybe have any references I can take a look at?
@Googlywaa Hmm I'll actually go ahead and give that a try this weekend. I'll post it once it's done. I'm not the best at sketching things but not shooting means I would always miss!
This is the version where the GIFs work. Twitter does not allow to zoom in on GIFs so the text is unreadable. Hence why I uploaded the picture version first.
Finished work on my spawning system:
- Spawns wave according to data table.
- Spawner selected based on distance to player.
- Spawners grouped per arena so no accidental spawns on a previous arena.
- Spawners deactivate on ending the game.
Excited to have this finished!
@thayoost I use a standard unreal Datatable and Struct. Those values are then read by a blueprint which makes a list of enemies per wave. Out of that list a random enemy will be spawned. It does that until it has spawned all the specific enemies of that wave.
@alanjack Managed a few months and then collapsed during the Christmas break. Since then its been tough getting productive and motivated for things that I otherwise enjoyed doing.
Almost a week after me and my 3 teammates won our class in a virtual edition of the Daytona 24 Hour race. This week had me think about how I can take some lessons from the 24 hour race and connect them to my study/work environment. (1/4)
24 Hours is an endurance race. It's a lot like a project in that sense. Although we started 21st we were able to come back by steady pace. In project terms you would say that we did not want to overwork and keep a steady workflow. (3/4)