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Another look at my custom built AI framework in action
Full YT video in comments
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Expanded the door Smart Object with a few more contextual animations. Next in line are interactions with locked doors and lockpicking
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Door Smart Object in Game Animation Sample, with Motion Matching and IK setup, reusing existing interactions between characters but adapted to an arbitrary skeleton
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Simple conversation system in Game Animation Sample, made with State Trees and helper actor component. Still work in progress
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Door Smart Object in Game Animation Sample, with Motion Matching and IK setup, reusing existing interactions between characters but adapted to an arbitrary skeleton
#gamedev #unrealengine #indiedev
Lab3 Studio retweeted
once upon a time...
big dragon, a brave knight and a princess. what else does a good fairy tale need?
tale changes as the rifle wears:
FN - daytime scene, BS - night one.
designed 4 @CounterStrike
steamcommunity.com/sharedfil…
ft. @yan_m_yanin
Unconcious or dead NPC's mean there needs to be a way to move them. Many games deal with it differently, in ID Required you can carry them. Here's early look at it.
Should there also be a way to drag them like Hitman or is it enough?
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NPC's freaking out and running away from seeing a gun. This is intermediary step before adding a bit more complex behaviour here.
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A compilation of stealth mechanics, NPC behaviour is still a placeholder.
Also, ID Required got steam page approved. Release is far away, but you can wishlist it now, link down below
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Wishlist here:
store.steampowered.com/app/4…
A compilation of stealth mechanics, NPC behaviour is still a placeholder.
Also, ID Required got steam page approved. Release is far away, but you can wishlist it now, link down below
#gamedev #unrealengine #indiedev
Now following/staying mechanic is also done, a bit rough but moving fast. Any ideas how to expand it or is it enough?
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Lab3 Studio retweeted
:: ice, wood, stone... what are your favourite materials ::
?
@CounterStrike
Now following/staying mechanic is also done, a bit rough but moving fast. Any ideas how to expand it or is it enough?
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It's been a while since the last post, moved the project to UE5.8 and to a new base project. It's built on Lyra with GASPALS now.
AI system from the older version is fully intact and is being expanded further. Here is a little interaction with hostages.
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Lab3 Studio retweeted
初の長時間プレイゲームができました!ロボットになって、月のゴミを掃除するゲームです✨️ぜひ遊んでいただけると嬉しいです!
️echoes of the human - MOON - *Beta ver.
🌕 churai.net 🌕
#gamedev #SuperDevDay @threejs
It's been a while since the last post, moved the project to UE5.8 and to a new base project. It's built on Lyra with GASPALS now.
AI system from the older version is fully intact and is being expanded further. Here is a little interaction with hostages.
#gamedev #unrealengine #indiedev
Preset randomization in my game - ID Required.
NPC archetype from curated preset.
Purely data driven.
What do you think?
#gamedev #unrealengine #indiedev
Preset randomization in my game - ID Required.
NPC archetype from curated preset.
Purely data driven.
What do you think?
#gamedev #unrealengine #indiedev
Yet another iteration on HUD for my game, this time it is much closer to the end product. Still in concept and exploration phase. Do you think I should keep this one?
And in case you're not in the loop - this is smart glasses overlay according to the game lore.
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More work on the UI, added fish eye projection to it, also added pulse scan effect when going into pause.
As I said before - smart glasses explanation for the UI and all of this stuff.
There will be no xray vision, but glasses will help you identify targets (maybe).
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