Angelo
handleonline.bsky.social
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)
I think that's a wrap on player weapons for now (QA pending)! I reached an MVP state in each part: Motion matching, aim offset, sprint, inventory, weapon swapping, character auto rotate, inaccuracy buildup, and blocked LOS warning

#ue5 #indiegame #screenshotsaturday
February 14, 2026 at 2:57 PM
Kept running into an issue where my crosshair would be on a target, but because of the camera offset/perspective, the LOS was actually blocked.

Fortnite solves this issue with a warning at the collision point. So, implemented a similar solution!

#ue5 #indiegame #gamedev
February 12, 2026 at 12:34 AM
Added in a basic inaccuracy buildup mechanic. Configurable for each weapon as needed. When firing rapidly past a threshold, the spray pattern will increase in size. Spraying less will gradually restore the accuracy of the weapon

#ue5 #indiegame #gamedev
February 11, 2026 at 12:09 AM
It's the little things, right?

Added in auto adjust on aim when using ADS if a nearby object cuts off LOS from the crosshair due to the camera's offset. This avoids situations where the character incorrectly aims past something directly in their crosshairs

#ue5 #indiegame #gamedev
February 9, 2026 at 11:09 PM
Added in hipfire ~

When the player starts to fire this way, I have the camera automatically move to the right to give better visibility. I think in the future, I may just have the camera always have this offset if the player has a weapon drawn

#ue5 #indiegame #gamedev
February 8, 2026 at 5:54 PM
Prototyped out two more weapons: an assault rifle and pistol. Both with a focus for long-range. Luckily the asset packs they are from had blendspaces and aimoffsets. Think I might change out the crosshairs at some point

#ue5 #indiegame #screenshotsaturday
February 7, 2026 at 1:39 PM
With the recent equipment swap implementation, I had to rework and expand my weapon system. I blended inspiration from Fortnite's camera offsets, FOV, and ADS feel. The first weapons I prototyped were a close range assault rifle and machine pistol

#ue5 #indiegame #gamedev
February 7, 2026 at 12:13 AM
Finished up equipment swapping things ~

Got pistol-to-rifle weapon swapping working pretty smoothly. Had to make sure the animations blended into each other well. I might increase their swap speeds in the future

#ue5 #indiegame #gamedev
February 5, 2026 at 11:24 PM
In my last post, I showed pistol-to-pistol weapon swapping. Similarly, I got the animations in for rifle-to-rifle weapon swapping. Next up, will be pistol-to-rifle swapping. So far so good!

#ue5 #indiegame #gamedev
February 4, 2026 at 8:54 PM
More weapons stuffs ~

The player will be allowed to have two weapons equipped at a time. To support this I implemented a swap system to let the player switch weapons. The first case I handled is if the player has two pistols equipped

#ue5 #indiegame #gamedev
February 3, 2026 at 2:04 PM
Created a very basic item pickup system. When far enough away from a dropped item, a vfx indicates it can be picked up. Next up will probably be some mvp inventory ui ux stuff

#ue5 #indiegame #gamedev
February 1, 2026 at 2:34 PM
Added in a player sprint. Pretty basic so far, just increases player speed, does some smoothing on the camera as it adjusts FOV, and consumes player stamina. In the future I want to get more bespoke animations and add a lean forward

#ue5 #screenshotsaturday #indiedev
January 31, 2026 at 7:13 PM
aaaaand similar to my last post... I created the rifle pose search database for the player character. The anim set is from UE's Lyra Sample Project. Lovin how smooth of an integration these systems were into my existing setup. Still needs some tweaks though, more to come!

#ue5 #indiegame #gamedev
January 30, 2026 at 2:20 AM
Similar to my last post, I created and implemented a new pose search database for when the player has a pistol equipped. The anim sets are from UE's Lyra Sample Game project.

#ue5 #indiegame #gamedev
January 29, 2026 at 12:03 AM
Got the motion matching system functioning in game for the player character. The first animation pose search database I implemented is the unarmed set. It might not look like much, but it's a definite improvement from what I had before!

#ue5 #indiegame #gamedev
January 27, 2026 at 11:40 PM
Starting work on the next feature: player weapons!

First I need to create an animation system that supports weapons. UE's motion matching seems like a good choice, so I migrated the sets used in the Lyra Sample Game. Next, I'll hook them up for character use

#ue5 #indiegame #gamedev
January 26, 2026 at 10:15 PM
Redid the tutorial a bit to support the new syncing mechanic and assembly hangar environment.

In the beginning the player meets their instructor, gets some lore dump, then performs a sync with their Mech to start the training exercise.

#ue5 #mech #indiegame #gamedev
January 26, 2026 at 12:55 AM
In my last post I showed the sync system, and now on the other end of that mechanic, is the desync system!

If there is room in the hangar, the player can desync their Mech to the closest available slot.

#ue5 #mech #screenshotsaturday #indiedev
January 25, 2026 at 12:45 AM
Here's a bit of an overview of the Mech hangar from the player's initial perspective. After climbing the scaffolding, the player can use the assembly computer to manage their Mech and perform a sync

#ue5 #mech #indiegame #gamedev
January 22, 2026 at 10:42 PM
Continued work on putting some assets together ~

Finally designed the Mech assembly hangar!
This will be the spot where the player syncs, desyncs, and manages their Mechs. Still some touchups to be made.

#ue5 #mech #indiegame #gamedev
January 21, 2026 at 10:53 PM
Found a nice factory asset pack on Fab. Used it to practice reusable environment design and clutter placement. Also trying to be mindful of the space needed for NPCs and combat

#ue5 #indiedev #gamedev
January 21, 2026 at 1:41 AM
Working on a new arena level. Discovered some good abandoned building assets on Fab to use for environment decor. Planning on designing some random weather system into it as well

#ue5 #mech #indiegame #gamedev
January 18, 2026 at 7:48 PM
Made some improvements to the dialog system. I added in support for fading in blocks of text individually separated by returns. I also made some overall UI UX improvements with widget positioning, size, and transitions.

#ue5 #screenshotsaturday #indiegame #gamedev
January 17, 2026 at 9:58 PM
Testing out spectator movement while the game is paused for a possible photo mode in the future.

Had some fun pausing and resuming this combat scenario at various moments to get some cinematic passes

#ue5 #mech #indiegame #gamedev
January 15, 2026 at 11:04 PM
I decided to remove the rotation turnaround delay on Mechs after spending some time testing it in action. It made movements feel disconnected from player input. Without the delay, evasion and turning feel much more immediate!

#ue5 #mech #indiegame #gamedev
January 14, 2026 at 10:05 PM