Dave Mann
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davetartare.bsky.social
Dave Mann
@davetartare.bsky.social
Designer of Unannounced Co-Op TPS Roguelike at http://falsesummit.dev
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We're building a Co-op 3rd person Roguelike about using spells and alien weapons to save your fantasy world.

Join our newsletter to get updates and access to our private steam demo.
falsesummit.dev/newsletter

#MadeWithUnreal #indiegame #indiedev
Built new ascensions for our Healing Zone:
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
November 12, 2025 at 2:23 AM
Just finished a new set of ability ascensions for our Shadow Mark — an assassination skill that keeps evolving.
Now you blink between enemies, deleting whole groups at once.
#MadeWithUnreal #indiegame #indiedev
October 21, 2025 at 7:40 PM
Added Ability Ascensions: big upgrades you unlock by completing class challenges that drastically change how abilities work to better evoke power fantasy and make your runs feel more special

#MadeWithUnreal #indiegame #indiedev
October 7, 2025 at 11:02 PM
Did a much needed upgrade to our Loadout Selector UI.

It will ultimately be put in the Network lobby but for now it works for our in dungeon start

#MadeWithUnreal #indiegame #indiedev
September 5, 2025 at 11:40 PM
Our AI could shoot, but not up or down.

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
September 4, 2025 at 8:32 PM
I wanted our generation to be more controlled randomness.

Goals: circular flow, clear visibility, introduce verticality

Built rules for doors, center, perimeter, cover, and platforms.

#MadeWithUnreal #indiegame #indiedev
September 4, 2025 at 4:19 PM
Our Steam page is almost ready, so I decided to panic and rework room generation. First tried Perlin Noise (looked bad), so I just scaled wall pieces into platforms and stairs. My partner couldn’t even tell, so it’s good enough for now.

#MadeWithUnreal #indiegame #indiedev
September 3, 2025 at 3:13 AM
Added tooltips so you can inspect all your randomized rewards.

Mouse hover was easy, controller focus needed custom nav logic, now both work seamlessly.

#MadeWithUnreal #indiegame #indiedev
August 12, 2025 at 10:31 PM
After spending an excruciating amount of time deliberating a name for our game we have finally landed on:

RUNE GUNNER

Steam Page launch later this week!

#Steam #MadeWithUnreal #indiegame #indiedev
August 11, 2025 at 10:24 PM
Machine gun grunts were only firing 1 shot instead of a burst.

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
August 9, 2025 at 12:44 AM
Turned our Shield Golem into a high threat, long range, defensive unit.

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
July 31, 2025 at 9:19 PM
Made our wave spawning a little more chaotic.

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
July 23, 2025 at 12:15 AM
What a difference a year can make. We've been hard at work preparing our steam page and trailer and I came across this clip from last July.

I'm proud of how far we've come in that year.

#roguelite #indiegame #gamedev #indiedev #roguelike #ue5 #MadeWithUnreal
July 21, 2025 at 11:49 PM
Fixed shooting in midair.

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
July 15, 2025 at 12:35 AM
Dialed in camera so combat doesn’t vanish behind the player—pulled in tighter, tweaked offset, and added HUD toggle.

Realized I was accidentally on medium graphics 😅

Combat feels clearer and more intense.

#MadeWithUnreal #indiegame #indiedev
July 10, 2025 at 10:44 PM
Added a visual effect for our Chill status today.

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
July 2, 2025 at 12:00 AM
Improved our ability + talent descriptions.

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
June 30, 2025 at 11:43 PM
Swarm enemies weren’t threatening, so I overhauled them:

Fixed nav radius, new collision channel for detection, faster movement, better range, and VFX.

Now they actually feel dangerous.
#MadeWithUnreal #indiegame #indiedev
June 26, 2025 at 10:01 PM
Upgraded our hitscan VFX today 🔫

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
June 25, 2025 at 7:38 PM
Finally upgraded our skybox.

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
June 24, 2025 at 11:00 PM
In third-person shooters your camera and weapon aren't aligned, so we fake it.

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
June 23, 2025 at 9:39 PM
Enemies were spawning too randomly; sometimes right on top of you or in a wall 😅

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
June 20, 2025 at 12:12 AM
Got controller support working today 👾

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
June 18, 2025 at 7:35 PM
Was watching gameplay clips and noticed reloads getting canceled.

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
June 18, 2025 at 12:41 AM
Our dungeon generation is simple use of Dungeon Architect.

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
June 13, 2025 at 4:13 AM