GameDevGlen
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gamedevglen.bsky.social
GameDevGlen
@gamedevglen.bsky.social
29 followers 50 following 64 posts
Gargoyles Comic and Animated Show Fan, I read a lot of comics and play way too many #ttrpg - Sr Tech Artist by day and indie gamedev at night. Long time Crystal Palace supporter. All posts are my own.
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Captain Future, Starcom, Voltes V, and Gatchaman are some of my favorite. #anime #indiegamedev
The inspiration for my indie game may or may not come from me being a huge Captain Future fan. #indiegame #anime #captainfuture
Overview video of retargeting a Mixamo animation in Houdini to export. I needed to add a root bone to the rig until I get something proper added. Now I can add animation layers to the existing mocap if needed. #indiegamedev www.youtube.com/watch?v=DK22...
Retarget Mixamo animations in Houdini
YouTube video by Glen
www.youtube.com
Why would anybody upload their backup autosave files to source control? Why? Just upload the file, isn't this the whole point of source control? Also, please stop numbering your files, we have source control. Just a friendly reminder. #gamedev
Currently implementing Vaulting over objects and just realized my skeleton does not have a root bone since I am just using proxy anims. Created a quick setup in Houdini to get a root bone and retarget the animation back to the new rig. Small setback that is worth it in the end. #indiegamedev
Everyday is some sort of coding on this project. While I don't see immediate results, I know it is one step closer to my goal. #indiegamedev
I removed jumping from the game since most of it is in close areas, there is a kind of jumping which you pull yourself up into a crawlspace. I was wondering if vaulting over objects and rolling would be a better replacement? Trying to get player controller locked down first. #indiegamedev
Crouch has been enabled which I am still debating on which method to implement. Does the player hold the button or just tap the button and toggle crouch? Something I will have to test during the design phase. #indiegamedev #gamedev
We finally beat #Minecraft and the credits were around 35 minutes long. It was worth every second.
I am at a crossroads here with jumping in games. Some modern games have a jump and others don't have one at all. Is there a design choice to not have jump in a game? Besides not jumping in real life on a daily basis, what is the reasoning to not have it? Excluding FPS games. #indiegamedev #gamedev
I just finished Fort Solis, impressive game, beautiful lighting, wonderful voice acting and great story. I was really immersed in the game while playing. #fortsolis www.gog.com/de/game/fort...
Fort Solis
Eine einzigartige, filmische Erfahrung! Die Geschichte wird in vier Kapiteln erzählt. W
www.gog.com
Now that EA is going independent, can we finally get a Racing Destruction Set sequel? #gamedev #ea
I feel like the camera should be closer to the character when the environment is a hallway in order to create tension and anxiety while you are playing. When the camera was too far away I didn't feel immersed while I was testing the character controller. #indiegamedev
Camera movement for a Third Person character is tricky. Do you have the camera follow the players direction or do you make it independent with the right Joystick? Both are implemented for testing and I am not sure if this can be solved without knowing more game mechanics. #indiegamedev
Last night I was able to fix the controller drift that kept happening. A simple fix as I was using get_action_raw_strength instead of get_action_strength for my Input. That was an interesting fix. Now, it is all about trying to get the animation to play all the way through. #indiegamedev #godot
I finally figured out why the camera hasn't been switching to over the shoulder view from Third Person view due to one variable. Changes are checked in, logged out and now it is time to play some games. Specifically #Blippo+ #indiegame #gamedev 🎮 📺 🪐
Reposted by GameDevGlen
We're within striking distance of that title belt hanging over the ring! Check out the campaign for all of the Hailing From supplements (Warlock Pro Wrestling, Five Rings Wrestling Alliance, New Year's Fray + The Big Store) as well as the core book, to fill out your WWWRPG stable.
Fans are still entering the arena for World Wide Wrestling 2E: Repackaged. New to the game? You can get everything released for it at once! Already a vet? Check out the new hardcover edition, or upgrade your digital copy with the community softcover reward!

www.kickstarter.com/projects/ndp...
World Wide Wrestling 2E: Repackaged
Reprinting the Premier Pro Wrestling ttrpg of Narrative Action - In Hardcover For the First Time!
www.kickstarter.com
Reposted by GameDevGlen
A good friend of mine let me play his last gen copy so now I have all the achievements in everything Destroy All Humans related on Xbox that was made by Black Forest Games.

I hope you guys get todo more DAH in the future! 💚👽 @adriango.bsky.social @gamedevglen.bsky.social
I've been trying to recreate Boids system, and I know they are plenty of open source and plugins available. For the type of project I have it needs to be customizable. A great explanation of the three rules of Boids. #indiegamedev #gamedev #unrealengine www.youtube.com/watch?v=bqtq...
Coding Adventure: Boids
YouTube video by Sebastian Lague
www.youtube.com
Figured out a nice workflow which is fairly cheap, only about 10 nodes total in the graph. Shader complexity is somewhat in the green, at least for the RVT Terrain. Textures are from #3dex on Gumroad. RVT Terrain blending with assets in #unreal #unrealengine #gamedev www.youtube.com/watch?v=X6-P...
RVT Terrain Asset Blending
YouTube video by Glen
www.youtube.com
Navigation Mesh Exporter plugin for Unreal. I could have used this on many projects, I have spent a lot of hours setting up Nav Meshes and blockers in UE. Just putting it out there for others to find an easy way to refine the Nav Mesh. #unreal #gamedev #indiegamedev www.fab.com/listings/1c9...
Navigation Mesh Exporter
DescriptionConvert navigation data into static meshes directly in-editor — no coding required.Nav Mesh Exporter provides an easy way to convert a generated RecastNavMesh into a static mesh using a str...
www.fab.com