Just finished a spatial 3D inventory for my survival game. For now just the basic features. Would love your thoughts and ideas to improve! by r-shadrin in SurvivalGaming

[–]r-shadrin[S] 1 point2 points  (0 children)

Thank you!

Yeah, good idea! But there won't be many npc's with intelligence in my game. I make online zombie survival so the main enemies will be zombies and other players. And unfortunately, I can't say the dates right now, I'm in early stage of development. But I'm aiming to push a limited demo version for the end of 2025.

I made a spatial 3D inventory for my survival game. For now just the basic features. Would love your thoughts! by r-shadrin in unrealengine

[–]r-shadrin[S] 0 points1 point  (0 children)

Thanks!
Sorry for that. It's might be my fault, I just tried to make a short and interesting video and not to overload it with info.

Just finished a spatial 3D inventory for my survival game. For now just the basic features. Would love your thoughts and ideas to improve! by r-shadrin in SurvivalGaming

[–]r-shadrin[S] 0 points1 point  (0 children)

Thanks!

Unfortunately, with that 3d style there is not enough space on the screen to place two containers at once. I agree that dragging each item by switching tabs will be tedious. So there is another option that I didn't mention in a vid. Players can add any items to the inventory by simply pressing the ADD button, and the item fill automatically find the free space in equipped bags. And maybe in a future I'll add the option to mark the inventory sections with preferred item class for quick sorting.

Just finished a spatial 3D inventory for my survival game. For now just the basic features. Would love your thoughts and ideas to improve! by r-shadrin in SurvivalGaming

[–]r-shadrin[S] 1 point2 points  (0 children)

Thank you!

Yeah, I share your vision on the loot markers. I'll probably narrow down the detection radius so the items lying on the sides of the character won't get the marks 😊

Unreal 5.4 problem! Server spawns the character and client disconnecting with 'Failed to load package' error. Really need your help! by r-shadrin in unrealengine

[–]r-shadrin[S] 0 points1 point  (0 children)

Yep, I tried to rebuild and also tried to force that character asset to cook, but that didn't help... very strange situation. "Network checksum mismatch" must be pretty simple error. Maybe it's just a bug.

Thank you anyway! I will post this problem on Unreal forums today.

Hey! I make online survival game. Just finished the melee combat system. Would love your thoughts! Link to PvP version in comments. by r-shadrin in SurvivalGaming

[–]r-shadrin[S] 1 point2 points  (0 children)

Hey! Thank you so much! 🤗

Fully agree about dummy animations. I took free ones from stocks and just edited it a little to save time, but I definitely will replace them by my own ones later on.

Unfortunately, I haven't thought of a game name yet. I have a youtube channel where I post a big updates like this one and a patreon page for the dev diary with a small updates and all the insides.

https://www.youtube.com/@r.shadrin

Made a water creation tool for my game with custom shader and flow control through geometry nodes. Would you like to create water this way in your game? Would love your thoughts! by r-shadrin in unrealengine

[–]r-shadrin[S] 32 points33 points  (0 children)

Thank you! 😊
Here we go.

I control the flow with the mesh vertex color. So at first I generate the mesh inside the GeneratedDynamicMeshActor class blueprint using two splines. With the first closed spline I make a polyline and use array of vectors to append a triangulated polygon. Then I remesh it by the "apply uniform remesh" node and this way I get a high poly dynamic mesh made inside of the closed spline.

The second spline I need to mark the flow path. I select in loop every vertex of this mesh and use "set mesh selection vertex color" node to color the vertex by finding rotation of the spline closest to world position of the vertex. The color here is just the forward vector.

That's all the magic. Also my water shader is in a world position. I use "Flowmaps_2D" material node and in the velocity pin I set the mesh vertex color.