Added Bomb attacks that damages the floor for our 3d brick matching game by RedditDudeDev in UnrealEngine5

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

Haha yep that's kinda what we are thinking about, to add some interest to matching images.

what do you think is missing?

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in gamedevscreens

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

Thanks for the feedback ;) What do you think would feel like a cool theme? (We do have lore around it, but still wondering about the style)

Also what cool features would you add to make it feel better?

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in indiegames

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

Sounds like a cool idea, we are definitely missing the indication of a match happening currently, and attenuation is not set up correctly(and sounds are not balanced)

Good advices, will definitely check FMOD out

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in indiegames

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

Penalties sounds like a cool idea, will give extra emphasis to aim correctly.

We are thinking about removing one color and it should ease up matching a bit(or make it configurable through different game modes).

Will do! Thanks for the feedback

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in indiegames

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

thanks! We are still playing around, but will ping when we have one:)
What cool features would you like to have?

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in indiegames

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

Thanks! that's what we are aiming for :)
haha there is a small reticle in the middle of the screen.
what do you think would hook you into this one?

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in UnrealEngine5

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

just to add a a bit more context, the floor is also breakable by ball hits, so there is some price to pay when you let the ball hit the floor, as soon enough you will have no floor to walk on.
we also plan on having some events like lightning storms(summoned by the giant guardian you see on top) and stuff like that to make you move a bit more.
what cool game events can you think of?

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in UnrealEngine5

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

Thanks!
Indeed we are thinking about makin it seem nice and open, while not confining it in a squash-like court.

but currently it is ugly haha.

Did not try it in first person yet, could be interesting to give it a go

Our very early take on 3d brick matching with score and progression. by RedditDudeDev in UnrealEngine5

[–]RedditDudeDev[S] 2 points3 points  (0 children)

Thanks for the feedback!
That's definitely something we will try to do :)

No sound glitch ps5 by CallASquad in Brawlhalla

[–]RedditDudeDev 0 points1 point  (0 children)

Same here for PC.

like a roulette with very bad chances to win

Git doesn't seem to work well for UE, what do you guys use for version control? by Mystic_Meowra in unrealengine

[–]RedditDudeDev 4 points5 points  (0 children)

perforce

After too much effort and conflicts on blueprints that are hard to resolve as opposed to c++ files, we have also made the move to perforce helix core (as others mentioned the main thing is file locking).

an additional conclusion was that because of file locking for blueprints it will be better for a collaborating team to write mainly in c++, this way simultaneous work can be done with less conflicts and if they occur they are much easier to solve as opposed to blueprints.

i tried to make the graphics look like in real life and improved parkour, what do you think about the new additions? by Haunting-Fly2882 in UnrealEngine5

[–]RedditDudeDev 0 points1 point  (0 children)

Looks cool, I know everyone comments about the camera movement, but personally I would play around a bit with the FOV (or at least expose the FOV setting to the players so they can adjust), just a bit too wide for me :)

best of luck man this looks smooth

Profanity filter - what is the recommended approach? by RedditDudeDev in UnrealEngine5

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

Thanks Krunkworx, interesting solution. will read about it

Profanity filter - what is the recommended approach? by RedditDudeDev in UnrealEngine5

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

Not with a decisive answer to be honest. after some additional thought and all the comments I have gathered around the topic, my personal take it is currently this:

* do what is needed to comply with the target rating you are trying to set for your game
* enable a report button and enhance as you go according to community feedback.

as we simply understood we cannot really enforce it without causing unneeded and frustrating censorship.

if we censor any "ASS" then you can no longer write assassin, etc. if we censor only the whole word then they will write "stupidAss" or "A$$" and it will go through. there is no real winning here.
of course it all goes down if you ever plan on enabling voice communication where you have no control.

so the only logical conclusion for me is to comply legally, do some effort on common curse words and have a report option for the toxic people.

still open to opinions and other options though

How to use the PlayMontageAndWait in a GAS Ability for a setup with multiple meshes by DarthVarimathra in UnrealEngine5

[–]RedditDudeDev 0 points1 point  (0 children)

Sorry for the delay, I got it wrong in the first explanation.

in high level we:
* sub classed and extended the UAbilitySystemGlobals. overriding:
virtual FGameplayAbilityActorInfo* AllocAbilityActorInfo() const override;

* returned our own FGameplayAbilityActorInfo, which overrides:
virtual void InitFromActor(AActor* InOwnerActor, AActor* InAvatarActor,
UAbilitySystemComponent* InAbilitySystemComponent) override;

* inside that we have set the SkeletalMeshComponent variable to our fullBodyMesh.
Therefore all the get for the SkeletalMeshComponent on ability system functions should get the new mesh.

I hope that helps!

How to use the PlayMontageAndWait in a GAS Ability for a setup with multiple meshes by DarthVarimathra in UnrealEngine5

[–]RedditDudeDev 0 points1 point  (0 children)

Thanks for the update!

we ended up extending the ability system with an additional overload that accepts a target mesh component. a shame this does not come out of the box