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 ๐ 7 ๐ 2 ๐ฌ 0 ๐ 0
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 ๐ 24 ๐ 5 ๐ฌ 1 ๐ 0
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 ๐ 24 ๐ 5 ๐ฌ 0 ๐ 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 ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 23 ๐ 4 ๐ฌ 0 ๐ 0
thanks!
03.10.2025 21:59 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 15 ๐ 3 ๐ฌ 2 ๐ 0
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 ๐ 14 ๐ 4 ๐ฌ 0 ๐ 0
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 ๐ 21 ๐ 4 ๐ฌ 0 ๐ 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 ๐ 2 ๐ 0 ๐ฌ 1 ๐ 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 ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
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 ๐ 17 ๐ 4 ๐ฌ 0 ๐ 0
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 ๐ 23 ๐ 6 ๐ฌ 0 ๐ 0
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 ๐ 26 ๐ 3 ๐ฌ 0 ๐ 0
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 ๐ 38 ๐ 4 ๐ฌ 0 ๐ 0
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 ๐ 16 ๐ 5 ๐ฌ 0 ๐ 0
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 ๐ 10 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 15 ๐ 4 ๐ฌ 0 ๐ 0
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 ๐ 13 ๐ 1 ๐ฌ 0 ๐ 0
juice?!
17.09.2025 03:55 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
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 ๐ 29 ๐ 3 ๐ฌ 1 ๐ 0
awesome, thanks for this
15.09.2025 21:42 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
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 ๐ 16 ๐ 5 ๐ฌ 0 ๐ 0
thanks! :)
13.09.2025 18:02 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
thanks! also i fkin love bluey, perfect gif
13.09.2025 18:00 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
Indie Game Developer. Join me in my journey to learn 3D game development!
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