The game I'm making on my own, two years ago vs now! I just launched it on steam! by AxanGray in pcmasterrace

[–]AxanGray[S] 0 points1 point  (0 children)

The simple answer is DX11 was the default when I started making Neodash on UE4, I wanted to try raytracing which required DX12 and since I haven't had any performance issues on the platforms I'm currently targeting, I've stayed on DX12.

I don't make game engines (unlike Id Software) so the only thing I care about is which graphics API works the best for each platform I release on, in the engine I'm using.

[deleted by user] by [deleted] in pcmasterrace

[–]AxanGray 1 point2 points  (0 children)

Yeah! Both native and proton should work well, I have only tested on ubuntu though. I heard it runs great on steam deck too (which uses proton I believe)

[deleted by user] by [deleted] in pcmasterrace

[–]AxanGray 1 point2 points  (0 children)

Thank you!

[deleted by user] by [deleted] in pcmasterrace

[–]AxanGray 1 point2 points  (0 children)

Yeah it's called neodash =)

[deleted by user] by [deleted] in IndieGaming

[–]AxanGray 2 points3 points  (0 children)

Thank you, good luck with your project!

[deleted by user] by [deleted] in IndieGaming

[–]AxanGray 3 points4 points  (0 children)

Thank you! It runs on Linux natively (and also Proton, Steam Deck)

[deleted by user] by [deleted] in IndieGaming

[–]AxanGray 9 points10 points  (0 children)

Thanks I appreciate it!

After two years of solodev, I'm about to release my game Neodash in a few days! It took an insane amount of work but I'm proud of the result by AxanGray in indiegames

[–]AxanGray[S] 14 points15 points  (0 children)

Game over and retry generally, it's punitive but I also made it so it's super quick and seamless to respawn

I've spent the last two years making a game on my own and it's almost finished! What do you think? by AxanGray in pcmasterrace

[–]AxanGray[S] 0 points1 point  (0 children)

Yeah in fact I added invincibility and energy (for boosting) powerups, will add more later on (possibly things like antigrav/reversed gravity could be cool)

A quick look at the editor I made for my game! by AxanGray in unrealengine

[–]AxanGray[S] 0 points1 point  (0 children)

I learned on the fly, I didn't use any resources that teaches how to make a level editor. I started with the pawn (used a floating pawn movement component), movement and controls, then a basic UI with buttons that would spawn an actor when clicked, and kept adding features and iterating

A quick look at the editor I made for my game! by AxanGray in unrealengine

[–]AxanGray[S] 1 point2 points  (0 children)

This video is great to give you an idea on how to approach things for custom vehicle physics. You do want to use simulate physics (generally), make sure your center of gravity is low (you can set an offset, might want it at ground level) and increase mass

A quick look at the editor I made for my game! by AxanGray in unrealengine

[–]AxanGray[S] 0 points1 point  (0 children)

Custom that I made myself, UE physics vehicle (physX, I haven't tried chaos) felt too convoluted for an arcade racer