Angelo's Avatar

Angelo

@handleonline.bsky.social

Game dev currently working on Untitled Mech Project! - Looking for a 3d artist/animator Community Discord: https://discord.gg/h56uhwYWjM Engineer/Co-Founder of Actual Nerds (@actualnerds.bsky.social)

202 Followers  |  252 Following  |  240 Posts  |  Joined: 22.10.2024  |  2.1571

Latest posts by handleonline.bsky.social on Bluesky

Video thumbnail

Someone pointed out I said splish splash in my last post, even though there was no water splashing...

Anyways! I recently added in splash VFX on water entry for the player with a scaling braking fiction depending on the velocity of entry

#ue5 #gamedev #indiedev

07.10.2025 21:45 โ€” ๐Ÿ‘ 7    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Splish splash, doing the player swim implementation now. Got basic locomotion working with some free anims from Mixamo

#ue5 #gamedev #indiedev

06.10.2025 21:14 โ€” ๐Ÿ‘ 24    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

In my last post, I showed splash VFX for projectiles hitting water. Now, I added in a similar effect for when the Mech is hovering or going through water.

#ue5 #mech #gamedev #indiedev

06.10.2025 00:29 โ€” ๐Ÿ‘ 24    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thanks! Performance is always a top priority for me.
From what I understand, performance is pretty good so far. I have an older PC I like to test on, which uses a Radeon 6600 (three generations old)

06.10.2025 00:22 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Added in splash VFX for projectiles that hit the water's surface. I was able to modify and use an existing performant particle system that I owned from an asset pack.

#ue5 #gamedev #indiedev #screenshotsaturday

04.10.2025 12:17 โ€” ๐Ÿ‘ 23    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

thanks!

03.10.2025 21:59 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Water looks great so far!

And I got the underwater post processing effect working nicely after some modifications to the default material

#ue5 #indiedev #gamedev

03.10.2025 21:07 โ€” ๐Ÿ‘ 15    ๐Ÿ” 3    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
Post image Post image

Next up: figuring out water for landmasses

Followed some YT tutorials and figured out how UE's water system works. Made some tweaks of my own so I could decouple its automatic solving of water height, which I'll need control of later.

#ue5 #gamedev #indiedev

02.10.2025 22:10 โ€” ๐Ÿ‘ 14    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Finally achieved my goal!

Exported 4 tiles from photoshop, each at 16321x16321 resolution. Imported into UE at 8x size. Once pieced together, overall size is 261km x 261km

Can't wait to start exploring the world

#ue5 #openworld #gamedev #indiedev

01.10.2025 23:33 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image

Still playing around with world generation techniques. Figured out a pretty solid workflow for sculpting shapes. Hoping to extend this to generate 512km x 512km landmasses

#ue5 #indiedev #gamedev

30.09.2025 21:11 โ€” ๐Ÿ‘ 21    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

LOL I actually got my units mixed up (tired) when writing the post, I'm aiming for 130km x 130km

30.09.2025 01:56 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

In UE, there's two ways to handle large levels:

1. Level Streaming. This works with chunking the landscape. You can use a UE feature to generate landscape LOD in the engine. The generated LOD also functions with chunking.

2. No Level Streaming. Landscape has no LOD and is visible in its entirety.

30.09.2025 00:31 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Testing out dif world generation methods. Aiming for landscape of around 130,000km x 130,000km

a. 15000x15000 res image, C# app to scale up 10x (31gb filesize yikes!)
b. 2017x2017 res image, scaled up in UE 64x (2mb filesize)

Learned a lot from all this, more to come!

#ue5 #indiedev #gamedev

29.09.2025 22:07 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Starting a bit of a deep dive into world generation in UE. To begin, I learned about how you can import a 16 bit grayscale png file and use it for landmass generation.

Going to be fun expanding this to create actual landmasses

#ue5 #indiedev #gamedev

28.09.2025 14:16 โ€” ๐Ÿ‘ 26    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

More destructible things!

After being destroyed and after a some time, the object will respawn. If there is an actor in that space, then it will only respawn once the space is clear.

This helps repopulate environments of their scenery

#ue5 #mech #indiegame #screenshotsaturday #gamedev

27.09.2025 14:38 โ€” ๐Ÿ‘ 17    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Added in movement reduction on destructible collision!

How much the Mech is slowed down depends on the object they are obliterating. This sorta thing helps reinforce the impact of the destroyed environment to the player.

#ue5 #mech #indiegame #gamedev

26.09.2025 21:19 โ€” ๐Ÿ‘ 23    ๐Ÿ” 6    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Working on environment destructibles now!

Modified some existing particle systems to produce exploding vfx for different objects.

In the future, I want scenery to explode around the Mechs as they are fighting. This is the first step to making that possible

#ue5 #mech #indiegame #gamedev

26.09.2025 01:44 โ€” ๐Ÿ‘ 26    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image

Decided not to use UE's sample buildings anymore. They were far too detailed, unoptimized, and cumbersome to use.

I found a nice asset pack called "Modern City Bundle", which had an emphasize on optimization and worked well right outta the box.

#ue5 #indiegame #indiedev

25.09.2025 21:30 โ€” ๐Ÿ‘ 25    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image Post image Post image

Took a look at UE's sample buildings and I discovered their collisions were overly precise, causing snagging issues for character collisions.

I found a tool called Field Collision Generator, which I used to sculpt more forgiving collisions on the buildings.

#ue5 #indiegame #gamedev

24.09.2025 21:40 โ€” ๐Ÿ‘ 15    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Did a proof of concept for protected areas!

There will be different areas out in the world, and if the player enters an unfriendly area, then it can trigger a response from nearby forces.

I imported buildings from UE's City Sample Project for testing.

#ue5 #mech #indiegame #indiedev

24.09.2025 00:17 โ€” ๐Ÿ‘ 38    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

When combining both tanks and missile launchers, the group of Simple NPCs are quite challenging and fun to face in combat!

There's definitely lots of fine tuning left to do, but for now I am really happy with how both their implementations turned out

#ue5 #mech #ai #combat #gamedev #indiegame

22.09.2025 22:00 โ€” ๐Ÿ‘ 16    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Similar to tanks, the destruction process for missile launchers start with them being turned into a fiery hull, before eventually exploding.

As explained in my other post: "This allows for cinematic moments during gameplay, while still considering optimization."

#ue5 #mech #indiegame #ai #indiedev

19.09.2025 14:24 โ€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

For the next Simple NPC implementation, I wanted something that could shoot multiple missiles. Luckily I found another Vigilante asset on the marketplace to work with.

The first thing I developed is its firing loop, which shoots a salvo of missiles.

#ue5 #ai #gamedev #indiedev #indiegame

19.09.2025 00:19 โ€” ๐Ÿ‘ 15    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Tanks (AKA Simple NPCs) are intended to be most effective in groups -> strength in numbers

Fighting a bunch at the same time is fun!

Looking forward to more enemy types in the future, that's for sure

#ue5 #mech #indiegame #ai #gamedev

17.09.2025 21:03 โ€” ๐Ÿ‘ 13    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

juice?!

17.09.2025 03:55 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Video thumbnail

When destroying a tank, it will explode, leaving behind a flaming carcass. Then, it will explode again, removing itself from the level.

This allows for cinematic moments during gameplay, while still considering optimization.

#ue5 #mech #indiegame #gamedev

16.09.2025 21:01 โ€” ๐Ÿ‘ 29    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

awesome, thanks for this

15.09.2025 21:42 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Video thumbnail

Boom got the tank firing loop working

Added a slight pushback to the tank on fire. And I used Niagara effects that came with the asset, paired alongside previous effects I created.

#ue5 #ai #indiegame #gamedev #indiedev

15.09.2025 21:20 โ€” ๐Ÿ‘ 16    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

thanks! :)

13.09.2025 18:02 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

thanks! also i fkin love bluey, perfect gif

13.09.2025 18:00 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

@handleonline is following 20 prominent accounts