Join our newsletter to get updates and access to our private steam demo.
falsesummit.dev/newsletter
#MadeWithUnreal #indiegame #indiedev
Drop a healing zone that boosts ally fire rate
Make it mobile so it follows you
Buff allies the longer they stay inside
Or turn it into a Cryo Field that hurts and chills enemies every tick
#MadeWithUnreal #indiegame #indiedev
Drop a healing zone that boosts ally fire rate
Make it mobile so it follows you
Buff allies the longer they stay inside
Or turn it into a Cryo Field that hurts and chills enemies every tick
#MadeWithUnreal #indiegame #indiedev
Now you blink between enemies, deleting whole groups at once.
#MadeWithUnreal #indiegame #indiedev
Now you blink between enemies, deleting whole groups at once.
#MadeWithUnreal #indiegame #indiedev
#MadeWithUnreal #indiegame #indiedev
#MadeWithUnreal #indiegame #indiedev
It will ultimately be put in the Network lobby but for now it works for our in dungeon start
#MadeWithUnreal #indiegame #indiedev
It will ultimately be put in the Network lobby but for now it works for our in dungeon start
#MadeWithUnreal #indiegame #indiedev
Fixed it by making a quick AimOffset: took a shooting pose, rotated the spine, made up/down versions, and blended it in the Anim BP. Crude, but works for ~30° now they can aim at platforms.
#MadeWithUnreal #indiegame #indiedev
Fixed it by making a quick AimOffset: took a shooting pose, rotated the spine, made up/down versions, and blended it in the Anim BP. Crude, but works for ~30° now they can aim at platforms.
#MadeWithUnreal #indiegame #indiedev
Goals: circular flow, clear visibility, introduce verticality
Built rules for doors, center, perimeter, cover, and platforms.
#MadeWithUnreal #indiegame #indiedev
Goals: circular flow, clear visibility, introduce verticality
Built rules for doors, center, perimeter, cover, and platforms.
#MadeWithUnreal #indiegame #indiedev
#MadeWithUnreal #indiegame #indiedev
#MadeWithUnreal #indiegame #indiedev
Mouse hover was easy, controller focus needed custom nav logic, now both work seamlessly.
#MadeWithUnreal #indiegame #indiedev
Mouse hover was easy, controller focus needed custom nav logic, now both work seamlessly.
#MadeWithUnreal #indiegame #indiedev
RUNE GUNNER
Steam Page launch later this week!
#Steam #MadeWithUnreal #indiegame #indiedev
RUNE GUNNER
Steam Page launch later this week!
#Steam #MadeWithUnreal #indiegame #indiedev
Fire call hit during recoil was causing crazy firing.
I jump the montage back to the shot section (offset 1 frame) to ensure its not still interpolating between frames.
#MadeWithUnreal #indiegame #indiedev
Fire call hit during recoil was causing crazy firing.
I jump the montage back to the shot section (offset 1 frame) to ensure its not still interpolating between frames.
#MadeWithUnreal #indiegame #indiedev
Spawn a stationary projectile, trace to find its end point, make the collision and VFXmatch, and have the beam fade with the projectile. #MadeWithUnreal #indiedev #roguelite
Spawn a stationary projectile, trace to find its end point, make the collision and VFXmatch, and have the beam fade with the projectile. #MadeWithUnreal #indiedev #roguelite
Each foe has a threat “cost” that’s totaled, and when room cost dips below a threshold, the next wave overlaps creating peaks and valleys of intensity.
#MadeWithUnreal #indiedev #roguelite
Each foe has a threat “cost” that’s totaled, and when room cost dips below a threshold, the next wave overlaps creating peaks and valleys of intensity.
#MadeWithUnreal #indiedev #roguelite
I'm proud of how far we've come in that year.
#roguelite #indiegame #gamedev #indiedev #roguelike #ue5 #MadeWithUnreal
I'm proud of how far we've come in that year.
#roguelite #indiegame #gamedev #indiedev #roguelike #ue5 #MadeWithUnreal
I forgot to request a jump animation so I bootstrapped a free mannequin jump with a shared IK rig and retargeter, then masked a socket error with an upper body blend. Air combat finally looks normal.
#MadeWithUnreal #indiegame #indiedevAsk
I forgot to request a jump animation so I bootstrapped a free mannequin jump with a shared IK rig and retargeter, then masked a socket error with an upper body blend. Air combat finally looks normal.
#MadeWithUnreal #indiegame #indiedevAsk
Realized I was accidentally on medium graphics 😅
Combat feels clearer and more intense.
#MadeWithUnreal #indiegame #indiedev
Realized I was accidentally on medium graphics 😅
Combat feels clearer and more intense.
#MadeWithUnreal #indiegame #indiedev
It stacks up to 10 times, so I used Unreal’s overlay material system to scale opacity with stacks.
Also applied it to weapons for consistency.
Still a few bugs, but it's way clearer now.
#MadeWithUnreal #indiedev #indiegame
It stacks up to 10 times, so I used Unreal’s overlay material system to scale opacity with stacks.
Also applied it to weapons for consistency.
Still a few bugs, but it's way clearer now.
#MadeWithUnreal #indiedev #indiegame
Our game is all about synergy, so I wanted key mechanics to stand out.
Used Rich Text to style terms like Burn, Chill, etc., and added inline icons.
Then updated all 120 descriptions to match.
#MadeWithUnreal #indiegame #indiedev
Our game is all about synergy, so I wanted key mechanics to stand out.
Used Rich Text to style terms like Burn, Chill, etc., and added inline icons.
Then updated all 120 descriptions to match.
#MadeWithUnreal #indiegame #indiedev
Fixed nav radius, new collision channel for detection, faster movement, better range, and VFX.
Now they actually feel dangerous.
#MadeWithUnreal #indiegame #indiedev
Fixed nav radius, new collision channel for detection, faster movement, better range, and VFX.
Now they actually feel dangerous.
#MadeWithUnreal #indiegame #indiedev
Player weapons use hitscan for better responsiveness and feel.
Took old laser effects, stripped the ends, scaled them down, recolored per weapon.
Feels way better now.
#MadeWithUnreal #indiegame #indiedev
Player weapons use hitscan for better responsiveness and feel.
Took old laser effects, stripped the ends, scaled them down, recolored per weapon.
Feels way better now.
#MadeWithUnreal #indiegame #indiedev
I'm not a technical artist, so I just mashed our cel-shading into the asset's post-process and... it actually worked.
Tweaked it for a few hours to match our game's look. Feels way better now.
#MadeWithUnreal #indiegame #indiedev
I'm not a technical artist, so I just mashed our cel-shading into the asset's post-process and... it actually worked.
Tweaked it for a few hours to match our game's look. Feels way better now.
#MadeWithUnreal #indiegame #indiedev
Trace from the camera and adjust the shot from the weapon toward that point. Works great at range but requires a clamp to prevent wild angles up close.
#MadeWithUnreal #indiegame #indiedev
Trace from the camera and adjust the shot from the weapon toward that point. Works great at range but requires a clamp to prevent wild angles up close.
#MadeWithUnreal #indiegame #indiedev
I set up an EQS in Unreal to filter bad locations and score spawn points based on distance to players. Now our waves feel way more fair and readable.
#MadeWithUnreal #indiedev #indiegame
I set up an EQS in Unreal to filter bad locations and score spawn points based on distance to players. Now our waves feel way more fair and readable.
#MadeWithUnreal #indiedev #indiegame
Unreal makes it easy if you're already set up with input actions. I just added matching controller binds and fixed up the UI to handle input switching.
More ways to play is always a good thing.
#MadeWithUnreal #indiegame #indiedev
Unreal makes it easy if you're already set up with input actions. I just added matching controller binds and fixed up the UI to handle input switching.
More ways to play is always a good thing.
#MadeWithUnreal #indiegame #indiedev
Originally, reloads could be interrupted by abilities for fluidity—but it wasn’t clear when ammo actually refilled.
Now it completes on the second click, so timing matters.
#MadeWithUnreal #indiegame #indiedev
Originally, reloads could be interrupted by abilities for fluidity—but it wasn’t clear when ammo actually refilled.
Now it completes on the second click, so timing matters.
#MadeWithUnreal #indiegame #indiedev
To maximize our assets each side of each wall piece is different so we can reuse pieces and have effectively more wall appearances.
Pattern Match is great for the in room objects
#MadeWithUnreal #indiegame #indiedev
To maximize our assets each side of each wall piece is different so we can reuse pieces and have effectively more wall appearances.
Pattern Match is great for the in room objects
#MadeWithUnreal #indiegame #indiedev