Final Defect
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finaldefect.bsky.social
Final Defect
@finaldefect.bsky.social
Mature open-world immersive sim set in a brutal future Mountain West, USA. Includes RPG, stealth, combat, base building, strategy, and sandbox elements. Inspired by Deus Ex, Stalker, Morrowind, Dying Light, Valheim, Dwarf Fortress, Kenshi, and many others.
Hey, great to hear it resonated! :) I'm working on the AI behavior and combat at the minute, hoping to get a playable demo up over the next 3-6 months (eyes on Steam Next Fest in Oct).
April 22, 2025 at 7:17 PM
I'd make it optional and go wild. I personally disable the crosshair if I can ADS, and if I do use a crosshair I always replace gun-specific versions for a simple dot if I can.

I don't think you can go wrong if you add stuff like this to the options menu.
March 1, 2025 at 10:25 PM
We are seriously overdue another first-person Red Faction!
February 28, 2025 at 7:42 AM
Hi! It's an auto feed based on tags #indiegame and #indiegames, so your posts will be included if they have those tags. However, it is sorted by most likes/reposts and so it won't be at the top of the feed unless it picks up enough engagement.
February 23, 2025 at 12:44 PM
Yeh, I don't get the strict multiplayer aspect of it. I do think an optional co-op imsim could work where SP is still the main show, which is why I'm building it into mine.

It's interesting because we don't have much to go on with mp, we need more fleshed out attempts at it.
December 13, 2024 at 6:21 PM
Not sure any more space, another UE game dev here 🤚
October 25, 2024 at 2:10 PM
And a Top Unreal Engine feed:

bsky.app/profile/did:...

#unrealengine #ue
October 22, 2024 at 11:43 AM
Yeh, somewhere around toggle physics, I think the node you're looking for is Set Collision Enable.
October 21, 2024 at 7:10 PM
It does look like a collision issue between object and character (capsule?). What happens if you disable collision on the object when you attach? Long-term solution would probably be a collision channel so object/char ignore each other when holding.
October 21, 2024 at 7:02 PM
On the performance side of things, this might be useful:

www.youtube.com/watch?v=Fifj...

I've mostly used PCG for placement of larger elements, not used it for grass as yet. I suspect that may improve in 5.5 with the new GPU features.
Make Optimized PCG GRASS in Unreal Engine 5 (Reusable Graph)
YouTube video by Aziel Arts
www.youtube.com
October 20, 2024 at 5:13 PM
PCG is a game changer for solo/small teams. I love it.

Have a look at Massive World and Massive Village on the marketplace for more inspiration. And Procedural Minds on YT for buildings.
October 20, 2024 at 4:48 PM
It's in a fascinating place of being both engineering and art.
October 20, 2024 at 4:39 PM
Pretty much. The problem is it can get complicated very quickly when you start adding conditional dialogue.

You'll learn quite a bit by going through the BPs/code/docs/Discord of a decent premade system such as Not Yet: github.com/NotYetGames/...
October 20, 2024 at 4:33 PM
Yeh something like that, similar to the vid of Control. I'd be interested to see how that affects the feel of it.

NP was just thinking aloud.
October 20, 2024 at 4:10 PM
In your example the crosshair is delayed behind the object, how does it look/feel the other way around so the object drags behind the crosshair?
October 20, 2024 at 12:48 AM
Looks good!

I'd be tempted to slow it down further and add a bit of bounce when changing direction. I quite like how Control does it:

youtu.be/-T0MdUMxjkU?...
Control gameplay: Fun with telekinesis
YouTube video by PC Gamer
youtu.be
October 20, 2024 at 12:46 AM
I'm very excited to see what becomes of Core Decay :) it really does look like a spiritual successor to OG Deus Ex.
October 19, 2024 at 6:53 AM
*TS technically transpiled to JS (for any experienced devs who care to correct me haha)
October 19, 2024 at 6:33 AM
As much as I don't like the idea of starting on a bad programming language, it's probably a good thing. TypeScript is even more advanced because it involves static type checking and compilation.

There is a big difference in JS dynamically typed and interpreted, and TS statically typed and compiled.
October 19, 2024 at 6:32 AM
It's unfortunate you can't really get away from JS on the frontend nowadays. Way back you could probably have a career in HTML/CSS alone.

It'll be the programming side of it, it takes literal years to build skills with programming. Painful but very powerful stuff once you get going!
October 19, 2024 at 6:26 AM
Here is a place to start with git:

docs.github.com/en/get-start...

They're called version control systems (VCS), another common one is Subversion.

It seems like unnecessary complexity at first, the value is how each and every line can be backed up/referred to.
October 19, 2024 at 6:22 AM
It's a whole other rabbit hole, but if you plan to work professionally in software then you can't avoid it. You'll find most places use git via github.com.

The basic idea is after you save files, you "commit" them into version control and push them to a remote/backup location (github).
GitHub: Let’s build from here
GitHub is where over 100 million developers shape the future of software, together. Contribute to the open source community, manage your Git repositories, review code like a pro, track bugs and fea...
github.com
October 19, 2024 at 6:18 AM