Prototyping in the combat state machine and animations!
youtu.be/-RrBSBPQK2U
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@projectreign.bsky.social
PeasantSimulator is a solo dev hobby project - The goal is to create a multiplayer feudal sandbox with FPS and "RTS" gameplay elements where players can exploit resources, construct, organize, and assail their enemies.
Prototyping in the combat state machine and animations!
youtu.be/-RrBSBPQK2U
#indiegame #gamedev #indiedev #unreal #unreal5
En garde rapscallion!
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Players can now scoop dirt out of the terrain with a shovel and place it into the world. Will eventually be used for earth works / earth fortifications etc
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youtu.be/_z7_SzAdpdo Video recording of modifying a holding claim!
Just moved all this into a subsystem and made it less specific so players can only modify territories that 1. they are inside of and 2. own
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Prototyping Kingdom borders! The Blue line represents where players will place down "Flags" to define the border. The Green line represents their resulting area of influence, which is extruded from the blue. Just debug drawing for now.
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Fixed the main issue with picking the most relevant edges to extend for my Kingdom borders! Dot Product to the rescue as per usual ...
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How on earth did you optimize that many bullets?!
03.04.2025 13:52 — 👍 0 🔁 0 💬 1 📌 0Starting to work on Kingdom borders!
Players will place flags in the ground which will act as points on a polygon, defining the territory they own.
#indiedev #indiegame #gamedev #unreal
It's a peaceful life.
01.04.2025 09:07 — 👍 1 🔁 0 💬 0 📌 0Fire ripping through a farming field. Just testing out some proof of concepts for propagation mechanics.
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Willowsbane? Pinefall? :O
30.03.2025 08:56 — 👍 1 🔁 0 💬 0 📌 0Items in the game world now build a relationship graph of what they are close to! The idea being that I can have disease, filth, fire etc propagate item to item.
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Period accurate colorized footage of three peasants (cubes) farming (placing cookies everywhere).
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I don't know why but for some reason everything I make ends up being harvest moon.
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** reupload
25.03.2025 10:42 — 👍 0 🔁 0 💬 0 📌 0Added "Perishability" to the game! Items can optionally decay after a time into another set of items, or die entirely. In this example harvested Foliage yields plant fiber, which decay into rot, which decay into nothingness.
#indiedev #indiegame #gamedev #ue5
youtu.be/nzPY4p3QUSk
Starting to move everything to ECS! Also everything in the world is now an item. An apple you eat? Item. Building you build? Item. Deer walking around? Also Item.
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Doing a bunch of FLECS ECS benchmarking, and I'm certainly gonna move my entire games logic over to it.
50k replicated "Wheat" crops which are ticking their growth and dryness, dying when fully dry - 120fps
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Slight edit - out of the thousand in this shot, about ~540 are in motion. They stand still for a bit after finishing their paths, so not all 1000 are in motion at all times.
14.03.2025 16:10 — 👍 0 🔁 0 💬 0 📌 0Alright well it kind of works I guess.
1000 replicated pathfinding moving deer NPCs. With some room for polish!
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😭
12.03.2025 11:58 — 👍 0 🔁 0 💬 0 📌 0I just noticed the Eat interaction type. Probably wanna cook it first at least. When I add cooking.
11.03.2025 13:21 — 👍 0 🔁 0 💬 0 📌 0:'( rip
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Deforestation! I don't know why but I really like lumberjacking in survival games. They don't grow back yet but eventually they will.
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oh my god I only just saw this! Thank you so much haha thats so kind of you to say.
09.03.2025 02:49 — 👍 1 🔁 0 💬 0 📌 0Trying to communicate dying of thirst. Annoyingly though Thirst, Hunger, and Blood loss all need to compete for screen real estate.
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The amount of time I've lost because I couldn't be bothered logging coupled with the amount of time I have saved when I did bother ...
08.03.2025 11:37 — 👍 1 🔁 0 💬 0 📌 0Always log. Always.
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What's important is that I amuse myself.
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50 001 world items. I didn't honestly think it would scale this well but it looks pretty good! Loading time is a bit brutal on the initial spawn but I can speed that up later.
04.03.2025 09:41 — 👍 1 🔁 0 💬 0 📌 0