I had been putting off rebinding my collapse/expand all binding in rider for 2 months.... it took 30 seconds to change and dear god the needless suffering. ๐จ
So Clean
So Readable
Wow
@cbennettdesign.bsky.social
Technical Designer @ Riot Games - Prev @WG_SYD @Behaviour , Burger Lover, Mech Fanatic. Making - https://store.steampowered.com/app/2272040/Homebound_New_Begin
I had been putting off rebinding my collapse/expand all binding in rider for 2 months.... it took 30 seconds to change and dear god the needless suffering. ๐จ
So Clean
So Readable
Wow
Each 'command' causing the summon to move into different formations is an interesting way to prevent managing movement constantly, but means simple dodges will cost a cooldown.
19.10.2025 02:00 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0'We have monster battle arenas at home'
Breaking down the mechanics was a bit of fun, seems like the flow is:
Targeting > Command > React.
Player targets an enemy.
Command is generated and visible through the target circle.
React, monster AI controller paths to command to act.
My favourite new tech has to be using the Hidden Categories for base classes, the amount of excess scrolling this Hide Categories list is a godsend ๐๐ #UnrealEngine5
11.10.2025 05:08 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0#UnrealEngine plz the the rename is needed. #UE5
16.09.2025 06:23 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0It's not as valuable in this specific context but something like a spell school where you're making a bunch, it'd be more useful, or you add a new 'type' of something.
Also opens the ability to just have a generalized spawner you feed Events and SpawnData.
Realizing I've been using a concept UE already has hidden in Lyra of GTag/InstancedStruct combos for generic messaging.
Can use the 'Creator' Comp to populate loot based on what Content GFPs exist and use Character Tagging to assign.
Character.Animal.Deer > Item.Material.Leather
Filtered GameplayTagContainerโ๏ธit's a bit janky but if it means I get to click less it's a win. Now watch as I find out it already exists in engine somewhere ๐
06.09.2025 07:06 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Trying out GameplayTags in different forms, works pretty well for Prototype anim component although there's maybe a better setup to be had here. #unrealengine
03.08.2025 03:41 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I'm not sure where this stems from but!
Materials and Anims are Green.
Blueprints... well that one's obvious.
Characters/Maps are yellow/orange
Props are Pink
and UI is Light Blue. It's just good science.
A week of Baldur's Gate Honour mode got me back on the strange prototypes.
28.07.2025 07:08 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Messing with new styles in my systems prototyping, I find I tend to lean on 'clean' and 'simple' UI rather than ever trying anything a little bit more out there so forcing that muscle a lil.
20.07.2025 04:00 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0One more try this time it's gonna work!
19.07.2025 08:30 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Definitely read this as Pirates and was very confused at first XD
08.07.2025 06:32 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The Boss Battle is upgraded, much happier with the combat skeleton built out for this fight, an interesting zoning and close up ability to work with keeping players thinking. #gamedev #indiedev
21.06.2025 09:29 โ ๐ 9 ๐ 3 ๐ฌ 0 ๐ 0On one hand bug, on the other, excessive scope creep of feature I in no way need.
21.06.2025 06:20 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Building out a boss fight after refining the individual styles in combat.
21.06.2025 02:37 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Imbuement of weapons runnin smoothly, decided to style the equips so they can be driven through data depending on the weapons properties along with gettin a basic slash modification going. #gamedev #indiedev
12.06.2025 07:41 โ ๐ 7 ๐ 2 ๐ฌ 0 ๐ 0Messing with "imbued" weapons, that bridge two damage types together to give the standard weapons a little bit of magic. For now it's overriding systemically out of the box!
eg. Swords - Flame / Slashing vs the Spears - Flame / Piercing.
Heatmapping the keyboard over a day to find my unused binds/macros ๐ง ๐ง
08.06.2025 08:00 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I do prefer that flow and then just make my function names variables or have a macro to translate function name to string for the input.
But atm the struggle is "cancellability" outside expected flow. Making smallest possible AI blocks is great for this but so much copy pasta-ing. ๐ญโณ๏ธ
Anyone know of cleaner ways to generate cancellable timers?
This always feels correct but it just takes up so much space for boilerplate like setup, disregard the redline not being a CreateEvent. #unrealengine #ue5
Wrapped up the first set of Abilities for the Bow!
There's refinement of targeting/projectiles to be done, but the first go seems to encapsulate the goal of a speedy and agile type.
Might throw in a trap ability once other core weapons are solid #gamedev #indiedev
Standard mad dev ramblings in paint #gamedev
07.06.2025 03:10 โ ๐ 4 ๐ 1 ๐ฌ 0 ๐ 0Spent an hour trippin on the first stair of assigning GFP data to DataRegisteries because I ticked a box by accident...
But now I have debugged them so hard there's no going back, registered data or bust!
Deciding which assets to make Conjurable elementals and which look too enemy-ish. #gamedev #indiedev
24.05.2025 06:21 โ ๐ 7 ๐ 2 ๐ฌ 0 ๐ 0WHY DID I NEVER TRY THIS BEFORE! BP Editor lets you dock to sidebar to maintain space while you need it!!
18.05.2025 02:41 โ ๐ 1 ๐ 1 ๐ฌ 0 ๐ 0Wanted to make a process video showcasing how I work with Marketplace assets in a more shortform way ๐ฝ๏ธ #gamedev #indiedev
11.05.2025 03:26 โ ๐ 5 ๐ 3 ๐ฌ 0 ๐ 0I think the Rotation math may have a minor bug #gamedev #indiedev
06.05.2025 06:51 โ ๐ 6 ๐ 3 ๐ฌ 1 ๐ 0I remember starting this project thinking I'd avoid spending too much time in UI land, here we are years later making an Action Bar Editor.
27.04.2025 05:27 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0