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#indiedev | #screenshotsaturday | #UnrealEngine5
pretty basic stuff here but the core systems are functioning! stoked to reveal some of the characteristics that make this one a little different from the pack
Hi folks! Pardon the lack of activity, some major life events to sort out the last little while. Hoping to get back to dev soon - thanks to everyone who's liked and followed my progress so far :)
Landship blockout... very ugly, but it should give a good clue for one of the gameplay modes :D Couldn't get the idea out of my head since 'Big Wars' (1993)... not a great film, but I sure loved those naval-scale tanks!
Feeling a bit uninspired, but it'll do for now I guess! Staying cheap at 13k tris, thinking this'll be at the next scale of bigness, ~16m or so. Am I too cheap using 128-512px textures on my smaller unit parts? Time will tell I guess :P
still lots more to do, as ever, but some good progress! building destruction should be a real 'blast' :D
third-person view getting established, jump and glide modes in-play... gotta add some thruster VFX there, but it's pretty fun to fiddle with! still some jank to sort out of course
gave a bit of love to the road and power meshes, a little less placeholder-ugly. Still not quite content with it, but getting there. Gotta start adding various facility types soon, power needs generation and storage!
basic VFX types in place with a little lighting!
"I do believe it's working... good... that'll keep you going for the show! C'mon it's time to go..."
terrain-hugging road mesh spawning is pretty clean now, and rudimentary stages of power infrastructure going down! gotta bring in some proper meshes for the roads and give the power a little love, should look pretty sharp
got a lil more VFX variety in there now! might have to try out megalights soon and see how that looks
Game is named!
Symphony of Machines
got steam store game name and .com, will put some energy into those as I feel inclined
#symphonyofmachines #SoM
chaos! looks like real mayhem with a bit more variance in the units; modular units becoming more apparent. Gotta do some more VFX variety soon to go with the rest... and of course we'll need the old Macross Missile Massacre to happen at least a bit! 1000v1000 runs pretty decent!
Tanks redux! I thought it might be a little fun to let the tread chunks pivot to terrain normal, and sure enough! Very happy with the result; all the bells and whistles working good.
So close and yet so far... WPO-displaced road meshes are so very almost awesome, but gotta figure out the edge-cases of course...
basic gameplay stuff happening! still pretty raw, but the stuff's all working. Stats are just arbitrary nonsense for now so scaling is nonexistance yet but that's the easy part ^_^gotta do up lots more VFX soon too.
#wavefunctioncollapse socket editor makes it a lot less painful to put in new tiles... and of course we need entrances, and working interiors! HPA* multi-level navgrid working, gotta model up some interior ramp tiles and other doodads!
pipelining in some more assets and sorting out a couple little kinks on the way... totally not a #battletech locust btw, any resemblance is purely coincidental! the modularity should become more visible as the parts flow in...










