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)
Optimization things ~

Profiling helped reveal that some of the vfx I was using were very unoptimized. One of the bigger culprits was the tank shell hit explosion. I ended up finding a more optimized hit vfx that still looks good

#ue5 #ai #indiegame #gamedev
November 26, 2025 at 5:25 PM
Was messing around, threw together a buncha NPCs types that I implemented so far, put them on two alliances, and let them fight each other. It ended up being pure fun chaos to witness.

(p.s. it also revealed I need to make some optimizations)

#ue5 #mech #ai #indiegame #gamedev
November 25, 2025 at 5:55 PM
More progress on the Simple NPC shooters ~

Implemented the ability for them to shoot while running. Ended up being more tricky than expected, but the payoff was worth the effort since it expands their capabilities and creates more cinematic moments

#ue5 #ai #gamedev #indiegame
November 24, 2025 at 9:59 PM
More Simple NPC shooter features added: gun mesh, aim with arm anims, muzzle vfx, bullet tracer and hit vfx, death anims and vfx, and evasive behavior

Red death vfx helps when in a Mech, since these NPCs will be tiny onscreen

#ue5 #ai #indiegame #screenshotsaturday #gamedev
November 22, 2025 at 2:00 PM
Working on a new Simple NPC type: the generic soldier.

First up, I am working on pathfinding with crowd avoidance. Testing out using the DetourCrowd AI Controller with RVO (Reciprocal Velocity Obstacle) so large groups will not overlap each other

#ue5 #ai #indiegame #gamedev
November 21, 2025 at 11:22 PM
Final boost VFX changes: refactored the travel boost visuals. Similar to the other posts, I leveraged an existing well optimized emitter, which I modified to obtain the visuals I wanted

#ue5 #mech #indiegame #gamedev
November 20, 2025 at 11:23 PM
Continuation of boost VFX changes: refactored evasive boost burst visual effects. I found a low overhead, very optimized, emitter to work with. Still had to tweak some things a bit to produce the visuals I wanted

#ue5 #mech #indiegame #gamedev
November 19, 2025 at 10:13 PM
Ended up having to refactor the boost VFX due to discovering the previous emitter was very unoptimized. Similar to the prototype implementation, I leveraged a more simple approach that is pretty efficient and looks decent

#ue5 #mech #indiegame #gamedev
November 19, 2025 at 12:51 AM
Addressing some demo feedback lately -

I didn't like how enemy Mechs could instantly turn when a player would go behind them, so I added in configurable rotation rate for Mechs, that way it's possible to outmaneuver enemies and take advantage of their blindspots

#ue5 #mech #indiegame #gamedev
November 17, 2025 at 11:54 PM
More more tutorial things ~

When introducing a new system to the player, I always want to show them the benefits of it upfront. So, for the Travel Boost System, I have the player travel a pretty far distance right away

#ue5 #mech #indiegame #indiedev
November 16, 2025 at 5:18 PM
The combat section of the tutorial takes places in a corridor where the first lesson is how to dodge missiles. To pass, the player has to dodge more than half the missiles. After this, the player will use their weapons to destroy those turrets

#ue5 #mech #indiegame #screenshotsaturday #gamedev
November 15, 2025 at 2:40 PM
More tutorial things~

Created a tooltip ui and concluded the pattern for tutorial objective progression:
1. Dialog delivery
2. Objective assignment
3. Tooltip popup

This allows the instructor to deliver dialog, while never breaking the fourth wall

#ue5 #mech #indiegame #indiedev
November 14, 2025 at 10:27 PM
More tutorial things~

One of the first objectives the player is given is to enter their Mech. I try to capture the sense of scale going from a low interior to open field where the Mech towers in the distance

#ue5 #mech #indiegame #gamedev
November 13, 2025 at 10:34 PM
Working on a tutorial now ~

I'd like to achieve a nice vertical slice of the beginning systems and how objective progression behaves. In the future, tester feedback will be helpful here. To start, I've written sample dialog and replaced character models

#ue5 #indiegame #gamedev #indiedev
November 13, 2025 at 12:20 AM
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
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
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