Been working on a level editor integrated into my engine, so I can easily switch between the editor and gameplay. So far I've gotten most of the core features done, including a full undo/redo system, which works with all the fields in the editor
#gamedev #customengine #screenshotsaturday #indiedevAdded colour tinting from the collision mesh's vertex colours, which is fairly cheap to do
This is something I kinda wanted to do in unreal engine but I think isn't easily possible with it, but now that I'm making my own engine I can add whatever I want
#gamedev #customengine #screenshotsaturday #indiedev
Finally got the animation system mostly done for my engine. I added 1D blend spaces and transitions, and its all data driven. Creating my own file format and getting it all working was by far the toughest to implement, took about 3-4 days of painfully troubleshooting it
#gamedev #customengine #IndieDevSome progress on my engine/game, I've gotten a third person camera and basic movement working. (Just a test "character" actor for now, and a test fox texture for models)
Was alot to setup to get to this point, some of the things I've set up is a texture and model manager to not load duplicate textures and model data, a level manager, level classes, actors, a input system with function callbacks based on bindings, a file parser for my levels and actor definitions files, and more!
Also a UE farewell video of the last thing I did in UE (if nothing stops me from making my engine), changed the eyes and mouth to textures, and adding blinking
Bonus technical note for anyone interested. I've decided to go with directx11 for the renderer and C++ for the code. C++ was the easier choice, as I've been enjoying using recently for modding. The renderer took some time to consider the options. I could've used OpenGL but I like some things with DX
So unfortunately my game will take even longer to release. But I should hopefully be more happy using the structure of my own engine, and learning something I'm quite interested in.
I don't plan on doing anything too graphically challenging atleast.
Some of the player character mechanics may change to what I originally was planning to have it like, as I may prefer that more, considering that I'm now restarting my game from scratch, but still considering if I'll do that (2/2)
So I've decided to do something maybe a little silly with my game. At the start of this week I've started making my own engine for it. I'm making my own engine for a few reasons, but mainly because I've been interested in learning to make one, and a little some dislikes of UE. I'm still very early into it, but I'll try my best with it. Definitely gonna take longer, and be harder. (1/2)
Current progress on the moveset for my 3D platformer going through part of the level I'm currently working on. The movement is still a WIP with some basic placeholder animations.
#3DPlatformer #ScreenshotSaturday #GameDev #IndieDevSorry I haven't really posted anything about my game recently, mostly right now been redoing 2 things with the movement, since they were kinda unfinished and not quite how I want them to be (Still not quite there but its closer to how I want). Also been refactoring and cleaning some code.
So there isn't really much to show from that.
I could maybe show one of the movement things soonish.
I'll probably leave 1 of the things slightly unfinished for now because I kinda want to work on other things