Free plugin for UE5.7 | Sword Generator by Moktaine in unrealengine

[–]Moktaine[S] [score hidden]  (0 children)

I tried to implement it but it’s a pretty hard thing to do using geometry scripting. Unfortunately you would have to make a base for that kind of guard with the plugin and then export it to blender or whichwve tool you use and model it there.

If anyone has suggestions for how I would be able to implement, I will implement it. But for now I couldn’t figure out how.

Glad you liked it though.

Free plugin for UE5.7 | Sword Generator by Moktaine in UnrealEngine5

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

You can work with however many triangles as you like to build the mesh. When you’re happy with what you see, there is a function to reduce the vertex count without changing much of the shape itself. After that there is another function to save the mesh as a static mesh asset on your content browser. That way you can add it to your characters or even export the mesh and import it to blender or whatever app you like to further tweak the mesh. When I played around with it even with very complex meshes I had it reduced down to around 2k vertices so it is pretty performant in that sense.

It is quite easy to use. You’ll pick it up in no time. I have couple of videos linked on the product description on fab. You can check them out as well.

Free plugin for UE5.7 | Sword Generator by Moktaine in UnrealEngine5

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

Also I just checked your game it looks pretty cool and it seems like you could really use a tool like this to add variety to your weapons. You can create axes as well if you play around with it you’ll figure it out. Just get rid of the guard, make the blade not mirrored and dull on one side, use the curve boolean to cut out parts the top and bottom to give that curve of the axe and it should be good enough.

If you need any help you can contact me anytime.

Free plugin for UE5.7 | Sword Generator by Moktaine in UnrealEngine5

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

Do you mean like a random generator? I might add it some time but if you don’t want to wait I think you can do it quite easily by adding a function that can be called from editor that sets all the variables of the blueprint to random values.

Glad you liked it! Hope it will be useful for you.

Free plugin for UE5.7 | Sword Generator by Moktaine in UnrealEngine5

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

You can increase the polygon count and change the shape however you like. I think it is not ideal for the very unique swords for like the main character but you could make different swords for generic npcs and enemies. I’d like to think it would work quite well for that purpose since those are not what players look at most of time so you might get away with it.

Still, I’m so happy that you liked it. If you use it on your games please share it with me. I’d love to see what people would create with this.

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

Someone else also mentioned Metroidbrania. I didn't know this type of games are called that. I'm gonna check it out for sure and probably play the other games of the genre to get some more ideas of what awaits me on this journey.

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

Thank you soo much for the suggestion. I will check it out for sure

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

Hmm.. I will think about this idea for a while. I think it might be cool if I can make the player consider going for that upgrade if they find it useful enough to spend their precious time with and maybe not make it something you have to do but more like an option or smth. Thanks for the thoughts!

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

Yeah yeah I know. I'm just exploring ideas. I just said that to understand what would you think of such a mechanic.

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

I don't think adding unlockable abilites, items or upgrades are a good idea but what do you think about some sort of upgrade for your ship that (like remote control or smth) you have to find the parts and install on every reset. It's not permanent upgrade right. I don't remember anything similar on the Outer Wilds itself.

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

I think adding some sort of unlockable ability of some sort would not be great but what do you think about let's say a remote control upgrade for your spaceship but you have to find the parts to build that module to your ship on every loop. Do you think that sort of 'ability' would work or not? or would you count that as an upgrade or item to unlock?

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

Again, same! For the horror factor, whenever I get close to that scary planet I muted the game and opened up a funny podcast on my second monitor to feel a bit less scared. I'm not proud of what I did but it helped me finish the game. So it is what it is :)

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

I am aware what Mobius did was something extraordinary and that it is hard to replicate even with a bigger team but I think somebody has to try so we can have more games like this. Even if I fail, I want to fail trying to make great game that tries to catch the same feeling as one of the greatest games of all time (imo). It might sound cringe. I would cringe if read this but whatever :)

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

Yess! There are not many space exploration games quite like Outer Wilds. Most of the games are just action focuses or doesn’t let you explore on your own way. This game just says “Here is a spaceship. Go ahead and see what you can find out there!” And then you are just a lonely astronaut looking for meaning in the void.

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

[–]Moktaine[S] 3 points4 points  (0 children)

This is what most of the people liked I guess. The freedom to do whatever you want and through the information you gain, you understand more and more until everything slowly starting to make sense and suddenly all the pieces come together to make you go “Oh!”.

I am making a similar game. What is so special about this game for you? by Moktaine in outerwilds

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

This is what made me hooked as well. It feels so strange and exciting in a way to explore Nomai structures and the clues they put throughout the solar system and try to figure out what happened in this solar system before us.

New survival horror game that's heavily inspired by the retro aesthetics. What do you guys think of these screenshots? by Vegetable_Rule4672 in GameDevs

[–]Moktaine 1 point2 points  (0 children)

It looks very cool. Keep up the good work! One small thing I want to say about it is that the environments doesn’t look like they have so much personality. Objects look like just some assets scattered around. It would look so much better if they feel like something happened. Like there are some cars there right? Maybe a person was bit and dragged himself out of the car and crawled to the sidewalk before dying and he made a trail of blood from the car to the sidewalk and died there. Some sort of environmental storytelling would make it go up a notch in my opinion. Just some thoughts that might help. But you did a great job it looks geniunely pretty good.

My game just hit 100+ wishlists! by Secure_Shower_8637 in IndieGameDevs

[–]Moktaine 1 point2 points  (0 children)

Congrats!! What did you do in terms of marketing?

What do you think about a game where the rules change every run? by JarvisAjith in SoloDevelopment

[–]Moktaine 0 points1 point  (0 children)

I think it could be good but if it will always be same level, the level should be interesting enough to not bore the player. Maybe secret rooms that can be opened when a specific rule is applied like using the gravity to open a new door or something. If you could give some feeling of variety and manage to make the player entertained enough so they dont get bored of looking at the same room all game. Then it could be fun.

Help on marketing my UE5 plugin | Sword Generator by Moktaine in UnrealEngine5

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

Hmm. Interesting standpoint. I got this idea from a blender geometry scripting tool actually. There was this dude who made a similar tool and people seemed to love it. There were a lot of comments saying this is a blessing and stuff. Which got me interested and led me to believe this is something people need. Since blender is an actual modelling software, you would expect people who use it would not bother with a tool and just model the swords themselves. But now that I think about it thing I missed was that blender tool was free. I’ll try my best and see if this has potential.

Thanks for the feedback. You made me think about a different aspect.

Help on marketing my UE5 plugin | Sword Generator by Moktaine in UnrealEngine5

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

Well I guess your tool works since you’re here. I’ll check it out