How it feels using Unreal Engine sometimes π #unrealengine #gamedev
How it feels using Unreal Engine sometimes π #unrealengine #gamedev
If you are using UE definitely give scytheeditor.com a try. Its basically implementing source 2 mechanics into the unreal editor
@bsky.app heres a bug to fix
Despite best efforts level design is heavily undocumented and done less now than previously to the point where most people that would read this post think Unreal engine and Unity have built in level editors. The built in tools do not facilitate the needs of a level editor
Nearly done with RocketJump 1.0 just need to refactor the entire player controller to improve a fundamental performance flaw, redo the entire steam integration leaderboard, redo all 12 levels because they suck, adjust the 23 different movement knobs to refine away the stupid floaty feeling, and th
Arch linux
so I just setup arch linux...
You are driven to fix it all because you broke it in production lmao
Broken In Production Driven Development is my new dev plan β οΈ
I have been working more on my tetridle game where you passively gain pieces to play tetr*s and it includes a rest mode idle mechanic and a path of exile level skill tree.
Spent some time adding the hover piece and unlocking the hold button. Also extending to implement more passive currencies
Kingdom hearts 1 is a better platformer than a sonic game
At least itβs not black ops 3 all dlc β οΈ
Extremely ready to speedrun
book.leveldesignbook.com/appendix/too...
I have been flipping back and fourth between integrating levels into my fps speeding game which utilizes trenchbroom + working on my CS2 competitive map cause source 2 is the best map editor Iβve ever used
I completely feel the same but I think itβs worthy of just picking something else for the game mechanics because designing a level is also about designing for the mechanics provided. Like make a counterstrike map or a half life map so the constraints and potential mechanics are already determined
I just fell to my knees in a Walmart then speedran patreon checkout LFG
There are a many games that have to be engineered around the levels like Metroid games. Itβs not something you can just make all systems in isolation from the levels it is part of the engineering work. Who cares if your shooting is the best ever but has no where solid to use it in
Something I was discussing with a friend is that I think level design is underrated in the sense of it being seen as only a design aspect. You engineer the game and then design the levels but level design to an extent is also engineering just for the spaces you inhabit in the game. It is hella macro
My most preferred engine of all time is making a game
My engine still sucks fuck
HammUEr dev is the absolute goat and even 6 months later fixed a specific problem with my imported maps that required him to change the format to import doubles. Now I have a ton of backlogged maps that i couldn't import into UE because of crashing that now load perfectly
Thatβs not to say itβs useless but I feel like modern tools mean you can make your prototype visually closer at a much earlier stage. I just mean spending a ton of time putting in prototype textures when you could just start putting in textures earlier on to really feel it out
I am starting to reach a point where I think grayboxing might actually just make things take longer. Itβs a necessary step in unreal because of its high dependence on bespoke models. If you work in source 2 you can just have a less pretty fully textured wip
Yeah I think itβs important to commit to things that truly matter. Which is subjective but I remember wasting a lot of time working on controller support when getting a plugin for it accomplished the goal. I try not to dedicate too much time to things that are not my games fundamental pillars now
Time is always an important vector for prioritization IMO. If something being worked on costs a lot of time its always worth evaluating how much time it should cost. In that vein Focus can help reduce costs
Many people consider if they have the money to finish a project but do they have enough time?
I want to get to a point where the core of the game - Movement, UI for Level Select, and Speedrun leaderboards are all in a solid state. Then making it almost effortless to implement levels so I can insert X levels and make development primarily creating levels.
My goals for the game are to refactor to the player feel for moment to moment movement, improve level design, and optimize the flow of speedrunning levels. Even little things like having a hub world I felt were getting in the way of Select level-> Speedrun -> Completion -> Retry
The textures being a part of my Trenchbroom game config also helps me be able to work on the maps from my macbook as well without having to worry about textures missing.
Level design is a main pillar so its been worth getting it all seamless in Trenchbroom
In efforts to hone the level design and make it faster for RocketJumpβ’οΈ i have moved all textures into a gameconfig. Previously i would need to texture after importing into Unreal. Now i can do it all straight from Trenchbroom.