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    #Gamedev #UE4 I spent almost the entire weekend working on the extended first person shooter template. A full blown inventory system like I want to do adds a lot of new features to the template to say the least.


    The ability to loot items and drop them on the ground for example adds a lot of new systems and UI elements. But also it makes me ask important questions about other aspects of the tech as well.

    For example I don't want ammo to be stored in my backback, I want ammo to be stored in the already existing ammo pouches I have already created. But I still want to be able to find ammo that I can pickup. So the system needs to support lootable ammo but it needs to understand how to talk to ammo pouches.


    Seeing this system in action as it is right now has spurred me to begin thinking about procedural world generation as well. Sadly I don't think there is good way to create procedural levels in UE4 in the way I would prefer without C++.


    I kind of see this turning into a game in some way. Maybe a rogue like of some sort.



    #Gamedev #UE4 I spent almost the entire weekend working on the extended first person shooter template. A full blown inventory system like I want to do adds a lot of new features to the template to say the least.


    The ability to loot items and drop them on the ground for example adds a lot of new systems and UI elements. But also it makes me ask important questions about other aspects of the tech as well.

    For example I don't want ammo to be stored in my backback, I want ammo to be stored in the already existing ammo pouches I have already created. But I still want to be able to find ammo that I can pickup. So the system needs to support lootable ammo but it needs to understand how to talk to ammo pouches.


    Seeing this system in action as it is right now has spurred me to begin thinking about procedural world generation as well. Sadly I don't think there is good way to create procedural levels in UE4 in the way I would prefer without C++.


    I kind of see this turning into a game in some way. Maybe a rogue like of some sort.



    #Gamedev #UE4 So last night I managed to get the inventory system functional enough in Extended FPS template for me to begin thinking about adding containers in the world that hold items that you can loot.

    With that in mind I have also begun thinking about a way to also integrate procedural level design to the project. It seems that with Streaming this may very well be possible! So setting up a system that randomly strings together levels I create based on criteria is also likely possible too.


    At some point this template is going to start feeling like a semi functional game. And that is half my goal. Once the project gets to this point I want to make a series of videos just talking about it and what I did to make it all work. That's the plan so far anyway.


    But, a small part of me wonders if this could just keep going. I have tried to make stuff in the past but nothing has been this fluid before. I always felt like I was dealing with limitations either self imposed or with the tools. Nope, UE4 just does not have that problem.



    Bottled #Soylent has made food a complete after thought.. seriously...

    #SFV Is looking really good. I especially love the character art in this one too. I think that the male and female body types are almost perfectly exaggerated in equal ways too. They did an amazing job with the game.

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