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Started work on sound effects. Built the audio system and determined what an audio pipeline might look like. Notable first Mech sounds: idle layers, booster ignition, booster idles, steps, booster acceleration, takeoff, flight, and land. #ue5 #mech #indiegame #gamedev
Prototyping out a player dodge ability. It uses energy, bursts in the direction of their choice, and can be repeatedly used. Available both on ground and in air. Definitely needs a bit of cleanup, but right now I'm focused on the functionality #ue5 #screenshotsaturday #indiedev
Another day another new system - created the concept of Guide Bots. In exchange for a Forgotten Token (new item), these fellas will point you in the direction of a valuable resource. They will be part of robot communities, which can be discovered while exploring #ue5 #mech #indiegame #gamedev
Added in a system that the player can engage with while they are exploring: Data Replicators. These points of interest serve as opportunities to lore dump and provide the player with xp #ue5 #mech #screenshotsaturday #gamedev
Did a variety of fixes and updates to the player's swim ability: camera fixes, a new breath meter, improved splash vfx, better buoyancy feel and slowdown on entry, underwater sprint, and booster ability usage #ue5 #indiegame #gamedev
Added in a melee ability for the player. I gave the hitbox a pretty large radius since melee is a bit riskier to use. In the future I plan on adding in suck-to-target logic and dashing behavior #ue5 #indiegame #gamedev
cont from last post - of course you can fish off the Mech! Although it's really simple, I've been enjoying the whole aesthetic of the partially finished scenery and features - knowing what it can be one day #ue5 #mech #screenshotsaturday #indiedev
Added in some verrrry basic fishing. It's activated by using a new item: the Fishing Kit. On use, a basic casting animation is played, before looping into an idle. While actively fishing, every couple of seconds a skill check is rolled to see if you catch a fish #ue5 #indiegame #gamedev
final touches for wildlife - I implemented the death state with some basic behavior. If the NPC receives damage, they try to flee. If they are killed, then a VFX plays alongside their death animation. There's also a chance they drop an item! #ue5 #indiegame #gamedev
Field of Flowers - Gustav Klimt
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Angelo
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Edward Elderman