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Tinker Tuesday for December 24, 2024

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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RePhobia

I managed to make some progress on the shooty mechanics. Originally I was planning to just instakill the first thing in the line of fire, but checking out similar games that others mentioneed, like Crimsonland or Halls of Torment, I figured visible projectiles still look cool, and have the advantage of handling all weapon types using the same logic, by simply tweaking some parameters - for instance machine gun and a flamethrower both just spit out projectiles, they just do so at different rates, spreads, and the projectiles themselves have different speeds, lifetimes, etc.

I also opened a Rumble Channel hoping it will allow me to show off animations and not just screenshots. Here's the animation from the last week of November. Compression is still kicking my ass, but you can more or less tell what's going on.

This is this week's progress. A lot of the work was mostly about restructuring the project and cleaning up the code some more, so the bullets don't do anything beyond flying out of the gun. Hopefully I will be able to make the bugs go splat on contact as the next step.

You forgot my ping! I am sad and disappointed, but I forgive you in the spirit of Christmas.

Christmastime is busy time, didn't get anything done. Vacation? Not really. Consumed some Unreal tutorials, but only by sneaking away for 3-minute slices of time while the rest of the family were distracted. Not exactly productive. This did clear up some of my earlier mistakes with Unreal and explain why my last attempts bore no fruit - Unreal coding is not necessarily the same as writing everyday C++, it appears, and seemingly normal C++ code can have unexpected behavior if used in the wrong places with Unreal. Or so I take it, as of right now. I'm decently motivated to give it another shot, but time. Time is hard to come by.

Right now my TODO list reads like

  1. Make enough UI happen to display some of last week's narrative writing exercise on screen.
  2. Make (or more likely for a first attempt, copy and paste) a first-person control scheme to walk (or fly the camera) around the default scene.

If I were reading this two years ago, I'd laugh out loud at the lack of ambition, but here we are.

As for point 2. above, I've considered just using the standard UE5 FPS starter project, but I worry that it's outdated and that it contains too much that I do not need. So Instead I'll try to build things up by following the Unreal documentation. And as promised I will hold my nose and use the Blueprint system where it comes recommended.

You forgot my ping! I am sad and disappointed, but I forgive you in the spirit of Christmas.

Sorry about that! Christmas time was quite busy for me as well, and I consider it a success that I had the wits to even post the thread at the appropriate time.

If I were reading this two years ago, I'd laugh out loud at the lack of ambition, but here we are.

Meh, seems like an appropriate level of ambition for starting off with a relatively unfamiliar engine, when you're scarce for time, and going by the docs rather than ready-made tutorials.