John - Cloverboy☘️🐞
@cloverboygames.com
930 followers 210 following 110 posts
🐞 Technical Director in the Games and Film industry. 🐞 Developing a Merchant Simulator based in the First Crusade. 🐞 Follow for gamedev discussion and progress!
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Who's ready to smelt some alloys??
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Programmer art is never pretty, but when the tech works, its so darn beautiful.
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Guys, Steven doesn't seem too happy. I think cart physics has become more difficult than he thought. #gamedev #indiegame #unrealengine #UE5 #pridemonth
For context, this is the target structure that I'm set dressing for. The Northern Keep, accessed from the inner bailey.
THE RUBBLE WORKFLOW IS GROWING!!
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Thanks! Once I dress the scene then we can critique the layout design for what it is.
Not too bad honestly, especially for a first attempt. What do you think can be improved?
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How do you guys handle "rubble" 3d assets? Do you use scatter algorithms? Or simulations?
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Brick by brick, the low poly graybox is underway!
I'm finding this step really helpful in solving the design problems that a blockout wouldn't have highlighted.
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The Vaults Starting Corridor Commander's Tower
Whitebox is done! Time for modelling and dressing!
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I'm already redesigning this. Design is an iterative process!
Sorry to report, grouping has no effect. But if you select the objects, go to Modelling->Misc->Pivot Actor, it parents the objects to an actor and then the scaling will work!
Would be amazing to save them as Packed Level Actors.
This is a group that I'm scaling!
Number 1 most annoying thing in Unreal. Scaling multiple objects together. How is this still not a thing?
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Quick fly-through of the level blockout. Any final tips? I think it feels good.
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I just tried it out in first person, I think the spiraling motion even on wider stairs is nauseating and moving vertically for some reason doesn't feel like "sneaking." I think the fixed angle prototype is my favourite.
I'll definitely do this as a last resort.
I posted something similar as prototype B. I'd love to hear your thoughts on which you prefer!
Definitely, this prototype seems to be the most successful so I'll pour some game feel into it.
This is prototype B for the spiral tower. This time the camera follows the player. This has to be my least favourite solution, it's very disorienting and doesn't achieve any of my design goals. Gonna try out some of your ideas next!
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The goal is to ultimately maintain the "tight" feeling, and accommodate some sort of immersive combat experience.
I'm all ears!
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This is prototype A for the spiral staircase. A tight, locked view with a "hole punch" view. I don't really like it, any ideas for a different approach?
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