
Engineer and Co-Founder of @actualnerds Currently working on a Mech game - looking for collab with an artist! Discord: https://xitter.cf/t.co/5yEoGBceXY
Joined September 2019
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Another arena opponent: Orpheus - with an ultra lightweight setup, they apply constant pressure and slowly wear down their opponent. If the player wants to win this challenge, they need consistent tracking throughout the fight
#ue5 #mech #screenshotsaturday #gamedev
New arena opponent: Basik!
Their setup is a balanced setup. Hand weapons: assault rifle and burst pistol. Back weapons: multi-lock missiles and Ethereal cannon. This build allows them to perform well against almost anything
#ue5 #mech #screenshotsaturday #gamedev #メカ
Another new arena opponent: Librium - their setup is built around utilizing an experimental Evasive Booster part that allows for rapid Evasive Boost usage. They do their best to keep a mid-range distance on the player
#ue5 #mech #screenshotsaturday #gamedev #indiegame
Another arena opponent: I got real creative and named them "Maniac"
Medium difficulty - their setup is built around every weapon slot being a machine gun variety. Ideally they try to get close to the player for maximum effectiveness
#ue5 #mech #screenshotsaturday #indiedev
Working on more arena opponents ~
Name: Lilith, difficulty: medium. Their setup is built around using a railgun as their primary weapon. They do their best to keep a mid-range distance, while hoping the railgun does most of the damage
#ue5 #mech #screenshotsaturday #gamedev
Working on Arena opponents now - it's lots of fun designing enemy builds and playstyles. First to showoff is Hector! Medium difficulty, their setup uses a variety of missiles and constantly tries to keep distance from the player
#ue5 #screenshotsaturday #mech #indiegame #gamedev
Got the Arena systems working!
After selecting an opponent, the player is transported to the appropriate Arena where they commence their 1v1. Win or lose, the player can choose to restart the match or back out
#ue5 #mech #indiegame #gamedev #armoredcore #メカ #インディーゲーム
Working on the Arena UI UX - came up with a way to let the player see background info about their opponent and exactly what parts they have equipped. Also added in some debug tools for loading an opponent's parts into the player's Mech
#ue5 #mech #indiegame #gamedev
Second and final Arena map... for now ~
This zone is for forcing close encounters - the player and their opponent engage at the bottom of a crater, circled by a ruined city. There is no coverage and the size of the playable Arena is small
#ue5 #indiegame #gamedev #indiedev
Working on Arena maps now ~
First up, I wanted to make a larger zone with sparse cover and change in elevation. Fast and lightweight builds will probably benefit most in this environment
#ue5 #indiegame #gamedev
With the addition of the new part types, there are 113 unique mech parts, 56 of which are weapons.
Now I can create enemy mechs with different parts, which also means I get to work on the next big system: The Arena
I've been looking forward to this for a long time!
Last of the new weapon types: heavy missiles!
Another one of my personal favorites. This projectile applies constant pressure through a slow tracking rate. On contact, it explodes in a massive area and causes significant damage
#ue5 #mech #screenshotsaturday #gamedev
New weapon types part 12: Vertical Missiles!
These function as your typical missiles which climb into the air for a bit before homing onto their target - the purpose here being they hit their mark from an overhead angle
#ue5 #mech #indiegame #gamedev
New weapon types part 11: Cluster Bomb Missiles!
One of my personal favorites - when this missile arrives above its target, it splits into smaller explosives and carpets the area in destruction. Ideal for clearing groups of low health enemies
#ue5 #mech #indiegame #gamedev
New weapon types part 10: Hand Missiles!
These are for the missile lovers out there - they can be equipped to the right or left hand slot, allowing for extra missiles. Thought the implementation would be difficult, but it ended up being ezpz
#ue5 #mech #indiegame #gamedev
New weapon types part 9: Split Missiles (part 2)
Whipped up a new variation of the split missile. Instead of separating into four projectiles, it splits into two flanking missiles. The purpose of these are for continuously pressuring a target
#ue5 #mech #indiegame #gamedev
New weapon types part 8: Split Missiles!
These projectiles will divide into multiple smaller missiles when they get near their target. For the first iteration, I went with the classic four way split
#ue5 #mech #indiegame #screenshotsaturday #gamedev
New weapon types part 7: Back Slug Gun!
This heavy back weapon is made for wreaking havoc on a wide area with large heavy projectiles. Still trying to figure out the balance on it, point blanking anything with it absolutely shreds at the moment
#ue5 #mech #indiegame #gamedev
New weapon types part 6: sniper rifles!
Similar to the hand railgun, the sniper locks the player into an animation (placeholder) and fires when done. The animation here is intentionally longer, to create an even higher risk ceiling for the player
#ue5 #mech #indiegame #gamedev








