Randomowa rzecz: Bycie z Polski i słyszenie utworów w tej grze powoduje takie: Gdyby Admini/moderatorzy znali polski, raczej nie zareagowaliby na to zbyt pozytywnie...
I was starting to get annoyed with moving on the stairs, so I added some code that adds extra colliders just for Pawn. Now stairs gameplay feels 10/10. Objects react to every part, and the character glides smoothly. Over time, more details will be on my YouTube channel
Many games have mini-games related to puzzles, where you have to assemble a model from pieces to use it somewhere in the game. So I wanted to recreate that too. There is a table that needs elements to activate the process or already has some parts.
My 11 year old son kicked me out of the room, rented my PC with Unreal Engine and asked me how to change Timeline scale. 10 minutes later... WOW, it's like being abducted by aliens with a light field. I've already started thinking about adding this to my game
Więc ostatnio sobie grałem w #CultistSimulator od #WeatherFactory, i w sumie nawet fajnie.
Postanowiłem więc sprawdzić #BookOfHours, i tak po pierwszych ~4 godzinach, to jakoś nie jestem przekonany.
Jestem w sumie zadowolony, że nie utracę 10 godzin rozgrywki bo byłem nie uważny przez dwie tury, ale za to jestem przytłoczony mnogością nowych rodzajów wiedzy tajemnej, i brakiem jakiegoś #samouczek co gdzie i jak.
Sama #gra też nie zawiera żadnych mechanik które pozwoliły by mi graczowi jakoś uporządkować pozyskiwaną wiedzę w kontekście jak pozyskiwać dane karty, więc bez tworzenia jakiegoś #ArkuszKalkulacyjny, i zapisywania w nim wszystkiego co się dzieje, co z czym łączy, to jedyne na czym można polegać to #wiki czyli #spojlery i inna #metawiedza.
Na obecną chwilę, nie polecałbym Book of Hours, jeśli się nie chce poznawać świata utworzonego przez Weather Factory. Bo tak #gameplay owo, to bardziej angażujący, ciekawszy i głębszy zdaje się być dla mnie Cultist Simulator.
I show you a new prototype, mechanic will solve many problems of protection and rapid impact on the environment. This is an overload of the protagonist (robot) reactor. In addition to releasing a force field, it also affects environment and body temperature
I did it! Now gameplay of interacting with physical objects has complex ones that can be part of others. Battery to power anything you can carry, throw, connect. The objects has props that affect protagonist, I wrote about this, now there are even more, check out my profile feed
Finally I did everything I wanted for the interacting gameplay with objects through physics. I showed you examples of other games and what problems they had. I solved those problems
I forgot to change one parameter for objects and in the previous video it wasn't noticeable that the protagonist's speed didn't change, so now you can see how object grabber works if it has an effect on the protagonist's speed
I continue to work on the protagonist's night vision mode. I added a few more parameters to the post-processing: Film Grain, Chromatic Aberration and Vignette Intensity
I decided that the protagonist should have night vision. When there is a flashlight, then such a mechanic makes no sense, but when there are aggressive mysterious creatures, then the use of light will attract their attention
I decided to make an electric shock transmitter. It's environment element that just passes the arc for now. There are many ideas, one of them is to create an impulse that will distract the ball lightning
I made a simple implementation of falling or fall back from electrical damage for First Person View. I don't know how you do it in your game, but I simply added a cube + camera inside the character and turned on cube collision, physics and impulse, hiding all the rest of parts
I added a zoom and a blur effect via Focal Distance in Camera Post Process. Looks fantastic! Today is a productive day, that's why I'm doing so many posts, I really want to share the result and hear feedback.
I've expanded the gravity harpoon projectile mechanics. It can now activate the magnetic field once if it gets an electric charge. And this led me to the idea that I should make a puzzle room where there will be such stuff, and the character will not yet have the gravity harpoon
I finally finished the ladder mechanic. In prev posts, I showed a process that can be improved infinitely, but I don't have time, I need to make another gameplay. Ladders are a really complex topic and a lot of things depend on the animations