Nick Landry 🍁 (he/him)

449 Followers
205 Following
161 Posts
Principal Developer Experience Product Manager Lead, Xbox.
Indie Game Designer: Space Kids RPG, Chronoweaver RPG, Kobold Press.
Proud liberal gamer dad.
Opinions are my own.
LocationFrench-πŸ‡¨πŸ‡¦ in North Jersey
Threadshttps://www.threads.net/@gamedevnick
Twitterhttps://twitter.com/ActiveNick
Linktreehttps://linktr.ee/activenick
You can find me here on Threads:
https://www.threads.net/@gamedevnick
Nick Landry (@gamedevnick) on Threads

GameDev Experience Product Manager @Xbox. Indie Game Designer. Proud liberal gamer dad. Opinions are my own. aka ActiveNick. 14 Followers.

Threads
I was trying to generate some #dnd5e human paladin illustrations with #midjourney, but struggling to get "handsome" results. So I decided to use
Justin Trudeau's photo as the input template.
Mission accomplished!!! πŸβš”οΈ
Coming to Xbox Game Pass: Guilty Gear -Strive-, Sid Meier’s Civilization 6, Valheim, and More

Welcome back friends; we have games coming soon and even a surprise available today to keep your backlog nice and healthy. Don’t forget to feed your pre-installs a few files like Minecraft Legends and MLB The Show 23 while you’re picking out a few games to play today! Available Today Guilty Gear -Strive- (Cloud, Console, […]

Xbox Wire

10 TTRPGs to get to know me:

Savage Worlds: Deadlands
Star Wars RPG: Edge of the Empire
Dungeons & Dragons 1E, 2E, 5E
Zweihander RPG
Star Frontiers
Numenera
Starfinder
Star Wars RPG (WEG d6)
Shadowrun
Space Kids RPG

Something just came in...
#MetaQuestPro #mixedreality #XR

My insect parliament game (for the ongoing #godotwildjam ) is closer to completion!
Now we can "provoke", a joker action which increases debate heat without having to find contradictions between the statements of our colleagues.

Grasshoppers are convinced by our eloquence/flow (and indirectly the heat), so it makes them excited. But you'll need logic and reason to convince members of the Ant Party of the shortcomings of their Bill of Merit.
#godotengine #pixelart #indiedev #indiegame

Today, I'm thankful for spending 8 hours of board gaming goodness with my homies, diving into The Elder Scrolls V: Skyrim - The Adventure Game. That was such an awesome game, we all enjoyed it. Great job
@Modiphius
! ❀️
#ElderScrolls #Skyrim #boardgame
Well, this just came in!!! πŸ‘€
The box is massive, a full 2" taller than the first #Gloomhaven box!!!
#boardgame
Look at what I just got. Brand new, sealed box, still in shrink wrap. 😎 #Atari

Announcing Rush Hour 1.1!

A major release that includes:
- Huge speed improvements
- Much better handling of banked corners and slopes
- New Path Visualiser

Submitted to the Marketplace. Early access via the support discord.

Detailed release notes here:
https://www.gdcorner.com/documentation/rushhour/00a-releasenotes.html

#gamedev #unreal #unrealengine #ue4 #ue5 #3danimation #virtualproduction #previz

Release Notes - Rush Hour

Archive Rush Hour Version 1.1.0 Release Notes Rush Hour Version 1.0.1 Release Notes Rush Hour Version 1.0.0 Release Notes Rush Hour Beta 2 Release Notes Rush Hour Beta 1 Release Notes Latest - Rush Hour Version 1.1.0 Release Notes About Rush Hour Rush Hour is an AI-powered toolkit for animating vehicles. Using the realtime physics engine of Unreal Engine, an AI driver will pilot a physically simulated vehicle across a spline-based path. You can select a number of different profiles (Racer, Frantic, Slowpoke, etc) and a profile strength to influence how the AI will behave. Version 1.1.0 (2023/01/10) notes This version is the first major update and brings a great deal of improvements. The biggest improvement by far is the speed and handling improvements. Rush Hour now handles banked corners as well as uphill and downhill slopes in a much more intelligent manner providing even more realistic behaviour. Also included in this version are a new path visualizer to help visualize the path at runtime, as well as see action waypoints. Another noteworthy inclusion is experimental support for runtime path creation via blueprints. Additions & Fixes Great speed and handling improvements Completely overhauled handling of banked curves, as well as uphill and downhill slopes Path Visualizer allowing you to see actions at each waypoint Runtime Path Visualizer to help fine tuning behaviour Experimental Runtime Path Creation support via improved Blueprint API. (Note: Paths should not be changed when vehicles are already driving on them) New Example Maps: Jumps Banked corners Off-road 4x4 Runtime Path Added Ignore Triggers option to path align-to-ground options Corner radius is now measured in 2D to isolate uphill and downhill slope effects Re-tuned driving profiles to improve handling Lowered center of mass on chaos variant of 4x4 to improve stability Moved the Light Control Component blueprint so it can now be used by both the Chaos and PhysX distributions, rather than being a duplicated blueprint. Increased size of Rush Hour Path icon so it’s more clickable when further away from the start, as you are often working at quite a distance and at a large scale Upgrade Notes Always remember to backup projects and the current plugin version before updating You should complete the following steps to ensure best performance from the new version of Rush Hour Delete /Content/RushHour/Blueprints/DT_DriverProfiles and /Content/RushHour/Blueprints/DT_VehiclePerformanceData if they exist Retrain any vehicle you have previously trained Click Align To Ground on any existing path to ensure the new banking and handling code works as expected Known Issues None at this time.

GDCorner