Blog of a solo game developer on Unreal Engine 5. Surviving with gamedev in Russia.
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Game Idea
I plan to combine the construction of the world from LoopHero and Dorfromantik.
From Loop Hero I'm going to take the idea that tiles can change neighboring tiles. By type, the forest tile next to the swamp tile can turn into swamp thickets, where there will be some special resources and/or enemies.
Dorfromantics has an idea to create random titles that have already been generated in the world, but are far behind the screen. The player may accidentally notice them, and be motivated to stretch out in that direction. And also the opportunity to receive some kind of reward if the tile is set "beautifully".
In general, I want to make the process of building the world my own USP, and the gameplay itself at the same time build something close to terraria. That is, collecting resources, exploring, getting equipment, fighting bosses \ enemy raids, discovering new content and a new one.
But, I want these boss raids to be influenced by how you build your world.
#crystallpunk#loop hero#dorfromantik#devlog#indiedev#game development#gamedev#indiegamedev#indie game
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Day\Night Cycle
In general, it was already possible to understand that this time I was rushing somewhere in the direction of the survivors. Here, a fully working day/night cycle system. Accelerated for video.
But I have an idea that should be interesting to distinguish this survivor from the competition. Here, you do not explore a pre-generated random world, but piece by piece assemble it yourself, planning where and which biome \ location will look better. Moreover, the beautiful location of biomes will bring some gameplay buns.
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Floor System
A floor system that works very similarly to a Terraria wall system In fact, one piece of the floor occupies 2 by 2 cells, half climbing on each side. This is done so that, for example, on the borders of the walls, if the walls are thin, there is no ugly grass on the floor, or something like that. allows you to fill the space more aesthetically.
And I have already come up with a "brilliant" way to implement this scheme in 3D space as simply as possible. My piece of the floor is a truncated pyramid (may geometricians forgive me if I named the figure incorrectly), where a flat square in the center is exactly the "main part" of the floor. And its edges drop down to 0 coordinates. This scheme suddenly gave a cool result - the floors installed next to each other seem to auto-melt with each other when these "beveled edges" overlap each other.
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Multi-structural construction
Now I have been working on a project for a couple of weeks, the idea of which has been maturing in my head for a long time. No details yet, I just want to show the system.
Additionally, all these props can be rotated, and the player will be able to build a cozy shelter from such props.
I have created a pretty good multistructure construction system. That is, I can make various props that occupy 2 by 1 cell, or 3 by 5. Or in general, angular shape with holes. And the system checks whether it is possible to put such a prop, whether it does not intersect with something else.
Additionally, all these props can be rotated, and the player will be able to build a cozy shelter from such props.
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Hello tumbler! in the lists of game developers arrived.
Hello tumbler! My name is Eduard, and I am a solo game developer of Unreal Engine 5. At the moment, I have already managed to release one game in steam, and make a couple of beautiful demos, and now I'm going to keep an active blog here, publishing news about the development of a new project.
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The Cursed Island is my first released project, which of course was very bad. But I made it to the end and even released it into steam. The game may look visually complete and complete, but I know what's inside it. Everything is sad there) My next project was Crystalpunk, which is a first-person bagel inspired by TBoI and Delver
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This project is still in the demo stage, available for free on itch. There are plans to finish this project, but because of the studies it was necessary to start a new group project. This group project was the Thread of Greed, a course project at the institute created in a team of 5 people. I served as a 3D modeler and game designer.
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And now, having just finished Thread of Greed, I have gathered all my experience in game development, and started making a new project, news about the development of which I want to publish here on Tumblr.
There will be news posts soon, and although there are exactly 0 subscribers here at the moment, I will be happy to chat with colleagues in game development, or interested people.
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