Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Sigma-Erebus

7
Posts
2
Followers
1
Following
A member registered Oct 12, 2020 · View creator page →

Creator of

Recent community posts

(1 edit)

So on average, it's a year 2 game :)

Sure! Though just out of curiosity, what's the Spring Student Showcase? haven't heard about it yet.

I can confirm that the interaction with the table didn't work, but I just uploaded a new version that fixes that issue.

The planes were indeed made from scratch. And indeed, we maybe should have chosen a rough direction in which we wanted the style to be.

As for the variety in themes, I really like the idea, but I don't think we would have had enough time to experiment around with those.

Thanks, but yeah, the responses didn't always work, and I'm not sure why, the hit events didn't even want to fire, and the overlap events sometimes triggered a bit late, causing the arrow to have passed through before it managed to trigger it. I'm sure this behavior can be improved, but I fear that would mean a complete restructure of how I've got the arrows interacting with the targets. 

As for the amount of targets and their behavior, I know I could've added more with some variety in movements. But I'd see this more as a tech demo, the targets can be duplicated as much as one would like, with movements being done in the blueprint itself. But a problem that will occur if done like that, is that the arrows will likely pass through the target again. Because the overlap event already triggers a bit late, and with moving targets, the chance that target moves in the process of detecting the arrow makes it even less reliable.

And i know that this can be fixed in a way (and I probably know how as well). But restructuring the blueprints completely to get the behavior more reliable would probably have taken me a little too long.

well, yes and no.

as i've got it currently, every checkpoint does span the entire width of the road, often spanning into the rockface as well, but what i'll do different next time is have them point a bit beyond the checkpoint, or have the collision volumes be a bit thicker, so it get's triggered further before the center of the checkpoint. So that it doesn't get the chance to point backwards before it updates to point towards the next checkpoint.

indeed, the car is from the template, i would have wanted to replace it with another skeletal mesh, but for some reason that broke the template due to C++ integration which i don't really know much about. i tried to just have two meshes in there, one for driving and collisions, and one for looks, but i couldn't get the wheel animations to work. so i decided to go back to the template car which i know worked.

As for the checkpoint and arrow system, i made this myself as a slight tool if you got flipped. in the early testing i already noticed that the car could sometimes be a bit twitchy and have a tendency to land on it's back. So as a means of orientation i decided to add some checkpoints with an arrow pointing to the checkpoints in order to get the player moving in the right direction again after a vehicle flip had disoriented them. 

About the checkpoints being very precise, yes, I tried looking into pointing to the nearest point within a volume, but that was a lot of work, so i opted for pointing towards a single point (the center of the collision volume). I thought that this would be plenty because it's meant as general orientation anyways.

yeah, i constructed the bridge out of individual wooden planks, and when testing realized the collisions were slightly off, so i put blocking volumes in to replace the collision of the planks themselves, it improved it, but i think it still wasn't smooth enough.

and as for the timer getting stuck at 0.01, i know what you mean, and i've had this issue sometimes as well, but i've never been able to pinpoint the problem, as it only happens sometimes. for me closing the game and starting it again did the trick.