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)
Working on a demo build now. I got one of the first main parts finished, which is the Arena. In this mode, you can configure your Mech and your enemies, then initiate a battle in a newly decorated level.

#ue5 #mech #indiegame #gamedev
November 10, 2025 at 10:07 PM
hot
This is basically my delayed #ScreenShotSaturday. I got slowed with #GodotEngine being silly about particle system limitations. Uh yeah, anyway--WIP scene of Alex being hunted by Homo Draconus Interceptors on Lost Eden's surface. Going for vibes
#MadeInGodot #Metroidvania #IndieGame #SciFi #SoloDev
November 10, 2025 at 8:30 PM
Added in the equivalent of i-frames for incoming missiles. Perform an evasive boost at the right time, and missiles will lose their tracking. In the video, the tracking window is the white sphere. For the future I'll probably increase the length of the dodge window.

#ue5 #mech #indiegame #gamedev
November 9, 2025 at 5:20 PM
Been improving missile tracking. I added predictive location calculations based on target speed and direction. This helps make them more accurate. In the video, the white sphere is where the missiles are predicting their target will be.

#ue5 #mech #indiegame #screenshotsaturday
November 8, 2025 at 3:30 PM
I thought I was done with death system things, but I forgot a game over screen! So, taking inspiration from all the souls games, I threw one together.

Here's a POV of the whole experience

#ue5 #mech #indiegame #gamedev
November 7, 2025 at 10:23 PM
Full death cycle and vfx finished ~

To summarize: when a Mech's health drops to zero, it enters a disabled state, which has a second health pool. During this state, the player can eject and run. After more damage is taken, the Mech explodes.

#ue5 #mech #indiegame #gamedev
November 6, 2025 at 10:06 PM
Reposted by Angelo
Did some responsibilities & treated myself to some more WIP sauce work for Zenoken. Lost Eden, although a dead rock, is being actively terraformed by the Homo Draconus leader Sargon--the by product being some very nasty weather.
#GodotEngine #MadeInGodot #Metroidvania #IndieGame #SciFi #SoloDev
November 6, 2025 at 4:36 AM
Mech death systems part 2 ~

I added VFX for when the Mech becomes disabled. These effects will play while the Mech is in this state

#ue5 #mech #indiegame #gamedev
November 5, 2025 at 10:59 PM
Working on the Mech's death cycle now. First up, I had to do some VFX and animation work.

Upon receiving too much damage, the Mech becomes disabled: kneeling down as its systems are wrecked by explosions.

#ue5 #mech #indiegame #gamedev
November 4, 2025 at 10:25 PM
Added a minimap to the bottom right corner of the HUD. Its zoom scales depending on if the player is on foot or piloting their Mech

(p.s. I know it's hard to see in vid, sorry)

#ue5 #mech #indiegame #gamedev
November 3, 2025 at 10:34 PM
Similar to the main boosters, I also updated the VFX for the travel boost system. I did my best to work with the particle effects that were provided from the same asset pack and it works for now, but I'm not sure if I'll stick with it

#ue5 #mech #indiegame #gamedev
November 2, 2025 at 4:11 PM
Decided it was time to redo the booster visuals for the Mech.

I Found a jet thrust VFX asset pack and after some tweaks to support scaling intensities, I got something pretty decent ingame

#ue5 #mech #indiegame #screenshotsaturday
November 1, 2025 at 2:04 PM
Working on tooltip placement now. I like it on the left side of the screen. If I decide to stick with the idea, I'll probably add in pictures and title text in the future.

#ue5 #mech #indiegame #gamedev
October 31, 2025 at 9:36 PM
Working on ingame dialog delivery now ~

Had fun mocking out an example exchange that might occur during a battle. Not sure if I like the scrolling text, might switch to fade in later. Overall feels good, gives another layer for your enemy to respond

#ue5 #mech #indiegame #gamedev #indiedev
October 30, 2025 at 9:18 PM
Prototyped out a test scenario with buried Mechs ~

I used PCG to generate valid spawns. When conversing with an NPC, the player is given the option to search for a buried Mech. If the player accepts, a buried Mech is spawned at a nearby valid location

#ue5 #gamedev #indiedev
October 29, 2025 at 9:16 PM
Working on the concept of buried Mechs.

Essentially, the idea is that the player can be assigned quests to go scout in the wasteland and salvage buried mechs.

#ue5 #gamedev #indiedev
October 28, 2025 at 9:16 PM
Added in an autobrake on vehicles for those fun times when you want to bail while driving at full speed.

And with that, I'm done working on vehicles for now. I want to move onto other things

#ue5 #gamedev #indiedev
October 27, 2025 at 9:03 PM
First person driving definitely feels better

I think I want to get the steering wheel to turn with the car eventually

So far so good!

#ue5 #gamedev #indiedev
October 26, 2025 at 7:38 PM
Got basic driving working via UE's Chaos Vehicles system. Still needs lots of little tweaks to get things feeling right.

I accidentally locked the camera without any lag and I kinda like it so I might keep it that way, we'll see

#ue5 #gamedev #indiedev #screenshotsaturday
October 25, 2025 at 12:48 PM
Got zoom in/out with cut to first-person view working

I was surprised to see that the interior of the car had a good amount of detail

#ue5 #gamedev #indiedev
October 24, 2025 at 9:13 PM
Next up: vehicles? I guess? Why not?

Learned a bit about how UE does these in their Chaos Vehicles system. Wired up this truck asset I found on the Fab store.

First thing I got functioning is player entering/exiting the vehicle with the camera handover.

#ue5 #indiedev #gamedev
October 23, 2025 at 11:07 PM
More conversation system things:

I expanded the system to support animations during line delivery. I also replaced the character models with some free placeholder assets I found

#ue5 #indiedev #gamedev
October 21, 2025 at 9:14 PM
More conversation system progress!

Got basic dialog delivery via text with player choices functioning.

Using scrolling text at the moment, but I'm thinking in the future of fading in the blocks as they are being delivered instead.

#ue5 #gamedev #indiedev
October 20, 2025 at 9:28 PM
Figured out the layout and camera placement for the conversation UI.

With this setup, regardless of distance, the player and NPC are always in frame.

#ue5 #indiedev #gamedev
October 19, 2025 at 1:57 PM
Reposted by Angelo
Working on the "Over Drive" mechanic so I can finish this boss fight. Normally you won't take damage with charging up. Almost there though! Gotta work on parries next. Subtle Nod to beloved Akuma.
#IndieDev #SoloDev #metroidvania #Godot #SciFi #PixelArt #ドット絵 #miniboss #MadeWithGodot
October 19, 2025 at 4:52 AM