Previously on Star Citizen & Squadron42
Working on games for 10years +
Husband | Father | Gamer
Will be using BlueSky mostly to get my game dev fix and connect with as many developers as I can!
- Added a simple HUD to keep track of what object the player has captured
- Added a kill zone when the player falls
- Added fade in/out during room transition plus restart
#gamedev #indie #indiegamedev #prototype #gamemechanics
- Added a simple HUD to keep track of what object the player has captured
- Added a kill zone when the player falls
- Added fade in/out during room transition plus restart
#gamedev #indie #indiegamedev #prototype #gamemechanics
- Added a room transition
- Created the ability to capture multiple objects at once and stack them on top of each other to reach higher platforms
#gamedev #indie #gamemechanic #prototype
- Added a room transition
- Created the ability to capture multiple objects at once and stack them on top of each other to reach higher platforms
#gamedev #indie #gamemechanic #prototype
- Applied a colour change to the object when the viewfinder hovered over
- Added a flash effect when capturing/placing
- Changed the colour of the viewfinder on areas that cant be placed
#gamedev #indie #prototype
- Applied a colour change to the object when the viewfinder hovered over
- Added a flash effect when capturing/placing
- Changed the colour of the viewfinder on areas that cant be placed
#gamedev #indie #prototype
#gamedev #gamemaker #prototype
#gamedev #gamemaker #prototype
Over the weekend I thought I would try to replicate this feature in unreal. It's nothing fancy at the moment
Over the weekend I thought I would try to replicate this feature in unreal. It's nothing fancy at the moment