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Dane.Neave

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A member registered Aug 02, 2023 · View creator page →

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Itch file size restrictions are pretty severe, so please excuse the resolution and speed.

HUD and Attack update

https://drive.google.com/file/d/1T-coqKk0QW0G0pTXvt-fOehk0EZyzqjx/view?usp=shari...

Download the PDF to see detail, but here is an indication of what it will look like.

(1 edit)

I developed this association chart also for my Hunter game, using Analyst's notebook. It details all vampires in my fictional version of Anchorage, along with their human servants and areas of influence. Amusingly, world building for a game set in the world of darkness has a lot in common with analysis of real world criminal organisations. I used my professional skills as an analyst to create this chart, filling it with a great deal of detail while keeping it clear and well structured enough for me to use it as a resource for play.

A simple example of the use of devices, I placed player spawners throughout the track at various race checkpoint devices. Most of these start as disabled at the commencement of a round, but as the player passes checkpoints, the corresponding spawners are enabled, with the previous spawners being disabled, to ensure that if the player is killed, they will respawn at the appropriate checkpoint. On their spawners activating, it triggers a corresponding dirt bike spawner, spawning a bike and immediately assigning the player as driver. To disable the player getting off their bike, the bike is set to reassign the driver whenever the button is pressed to disembark the bike. This appears seamless in game, with the player not appearing to exit the vehicle at all.

While UEFN does feature it's own scripting language Verse, it primarily runs off the use of devices. These devices are somewhat comparable to premade methods in programming, with the editor able to chain together triggers between multiple devices in order to achieve the desired results.