Angelo

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Angelo

Angelo

@HandleOnline

Engineer and Co-Founder of @actualnerds Currently working on a Mech game - looking for collab with an artist! Discord: https://t.co/O3QWYzRapZ

Katılım Eylül 2019
960 Takip Edilen834 Takipçiler
Angelo
Angelo@HandleOnline·
Really exciting stuff here (mostly UI UX)... I added in the storage system. This feature is what manages how inventories exist on different containers, such as a Player, their Mech, or the garage, and how items can be transferred between all of them #ue5 #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Feedback I often receive is the Mech movement is responsive, but did not appear responsive. Although this sortof thing is typically later-on polish, I decided to improve it now: I added a lean to the Mech's strafing and Evasive Boosts #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Improved the tutorial's final assessment. Previously the player had to get Regina below half health to pass. Instead, I changed Regina's behavior so she doesn't use her shield until she is below half health. It creates a phase 2 sortof vibe instead #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Finished up the Battle Walkers and integrated them into the existing Mech tutorial. They serve as a good medium-difficulty step before the final part where you engage in Mech versus Mech combat #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Battle Walker implementation continued ~ When destroyed, the Battle Walker plays a destruction VFX and animation. Similar to other vehicles in the game, the wreckage remains p.s. it was fun putting a group of Battle Walkers against a Mech duo #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Love how these Battle Walkers function in a group. Still working on the right amount of DPS from them, but so far they have a good consistency when there's like 4-6 of them in a pack #ue5 #screenshotsaturday #indiedev
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Angelo
Angelo@HandleOnline·
Finishing up the implementation of what I call the "Battle Walker" Separating legs and top into two movable mechanisms ended up taking longer than expected. Overall worth it though. Two weapons available for use: missiles and burst machine guns #ue5 #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Going to be adding a medium-sized enemy soon. Had a nice Fab asset from a while ago that I got on sale or through some sort of deal. Should begin implementation tomorrow! #ue5 #mech #indiegame #gamedev
Angelo tweet mediaAngelo tweet media
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Angelo
Angelo@HandleOnline·
Made improvements to the pilot weapons tutorial. Removed some of the hand-holding that was there before and most importantly made sure Regina (your instructor) yells at you if you talk to her with your weapon drawn #ue5 #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Player Booster ability continued ~ Added in weapons functionality so the Player can pew pew while using their new ability. I like how things are turning out so far #ue5 #indiegame #screenshotsaturday
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Angelo
Angelo@HandleOnline·
Gave the player a booster ability which pulls from their energy bar. Since much of the game works on the vertical dimension in Mech. I wanted to also give the player some vertical movement capabilities out of Mech #ue5 #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Overhauled ingame dialog system: from being unskippable timer text delivery in the letterbox (bad UI UX), to an alert-system feel with next dialog on player input. Harder to ignore important text and easier for the player to go at their own pace! #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
More Travel Boost System updates ~ Since the Player can now free look during use (previous post), I finally implemented weapons during flight. This is something I've always wanted to do, but just wasn't feasible with the previous setup. #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Made some improvements to the Travel Boost system: - Can free look around Mech during flight - Can lower altitude - Camera FOV/distance adjustments on windup and activation #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Felt like it was about time to rearrange the HUDs for easier readability and less clutter. I also wanted more consistency between the Pilot and Mech HUDs. New setup has so much more breathing room #ue5 #mech #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
feedback train keeps a rollin -> people kept noticing a delay on hipfire and ADS. This was because (previously) the crosshair wouldn't appear for hipfire until you started firing. I decided to make the crosshair always visible when your weapon is drawn #ue5 #indiegame #gamedev
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Angelo
Angelo@HandleOnline·
Other important feedback I received from friends: the Mech weapons tutorial was not clear about incremental step progress. To fix this, I added in counters to the overlay so the player knows their progress and what the current step is asking #ue5 #mech #screenshotsaturday
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Angelo
Angelo@HandleOnline·
Watching some friends play, I noticed that many of them did not understand the different activation stages of their Travel Boost. To fix this, I heavily modified an animation from Mixamo to convey a windup for the player activating their Travel Boost #ue5 #mech #indiegame
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Angelo
Angelo@HandleOnline·
@kypherx My bad, I should really specify friends* when I make these types of posts! I've had a small handful of people try prototype builds so I can get some immediate feedback
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Azriel
Azriel@kypherx·
@HandleOnline Players? do you have a build out now? if not any idea when?
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Angelo
Angelo@HandleOnline·
Noticed players were having issues using the Mech Assembly menu during the tutorial, so I made some UI UX adjustments. Most importantly: converted buttons/stats to a readonly look, changed the Sync button color to green and moved it next to the back button #ue5 #mech #indiegame
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