Elias Frost
@theeliasfrost
30+, Former pixelartist. Developing unnamed RPG for funsies. I like ⌨️ programming, 🔧 3D modeling, 🎨 painting, 📖 reading and ✏️ writing. 🎹 music on the side. Proud AI-luddite 📚 Studying to become a teacher of history and literature. Stockholm, Sweden
I'm also in the process of creating bespoke editors for certain kinds of tables: dialogue, itemlist, spells list, creatures, characters, etcetera. They all derive from my custom DataTable asset. Here's the recreated dialog editor using the built-in node graph rather than my own. #gamedev
Currently in the process of moving the whole thing to a plugin instead. That way I can more easily seperate editor and runtime parts of the framework. I've spent the last few weeks extending the DataTable asset to contain the reference tracking inside of it instead of a seperate system. #gamedev
Saving dead characters now work properly. I spent some time trying to keep save game file size as low as possible. With some tricks I managed to squeeze the data down from hundreds of kb of Items, containers, harvestable plants and NPCs (with their skeleton data) down to just a few kb. #gamedev
Got schedules to work. The guy in front has a place he needs to be at a certain time. The two other guys are told to follow him during certain hours. At this point (when recording), they have walked from the other side of the map. All while the proxy system loads/unloads them #gamedev #unrealengine
It's such a hassle to work with the world cells in my game (having to create them manually...), so I decided to create a little tool that automates the process. This took some Unreal Black Magic(tm) to get working but here we are. #gamedev #unrealengine
When I load the dialogue again, I recreate the condition/event objects and deserialize the byte array and put it back into the object. This allows me to avoid hard coding different types of conditions/events into the system itself, I can just create one and not worry too much about it. #gamedev
When saving a dialogue to a data table, I serialize all of the condition/event objects and save the byte array. #gamedev
What I opted to was I created a Map with byte arrays that represent the data (because it's just a bunch of bytes, you can store whatever you want). The key in those maps is the index of the condition/event in the conditions/events list: #gamedev
The problem that arises though is: how do you store that data? If the dialogue doesn't *know* which condition/event object you are using, how do you determine what kind of information to save? #gamedev
The dialogue system is now completed. For those curious about it works, it's just a bunch of IDs that are connected. But the thing that took some thinking was how to do conditions/events. You can create any number of those from a base and fill them with whatever data you want to check: #gamedev
Just found out that the dialogue plugin that I used would not be able to interface properly with my reference handling system. I need to create my own in order to not have dialogue conditions spaz out if they hold an outdated reference. Current progress: #gamdev #unrealengine
This took me waaaaaaaay too fucking long to figure out how to do but I managed at last. Doing editor coding in unreal is like taking a cheese grater to the balls. #gamedev #unrealengine
One thing that always bugged me in Unreal is that changes to DataTable rows don't propagate (which makes total sense btw). So, I decided to create a reference tracker that automatically set row names to the correct one when discrepancies are found. No more headaches! #gamedev #unrealengine
Equipment enchantments are now completely implemented. You can mix and match different kinds of enchantment types and triggers (with some restrictions). e.g. Putting a 'On-Hit' on a weapon triggers when you attack. On shields, it triggers when you block. Target can be either self or them. #gamedev
Watched Possession (1981) for the first time and I couldn't stop laughing at this scene because I was reminded of that "mom cancelled my wow account video" Great movie though
After doing mostly technical art and modelling for several years I decided to dust off the old tablet. I'm still very rusty but it felt nice to just do some good ol' painting for a change. #art #digitalart
I do this for the streams of water in my game to make it look like the waters diverting at points. I think Skyrim is doing something similar.
(Opening up bluesky to see the most bizarre takes on game design on here)
This stupid thing trips me up every time... WHY??? #gamedev #unrealengine
Then we have to agree to disagree I guess. This is what he actually said (pictured below). The "build our world or check things" is clearly data sorting and proc-gen, if their previous work-flow is an indication of where they are heading.
Thinking on how to do the light detection for the player when sneaking. I read a while ago that the Dark Mod captures a sphere or something on a different render target and samples the resulting texture. The idea for my game is to try something similar, like this: #gamedev
I'm currently not using #Godot because of lots of reasons but the potential is there (you can see a lot of things in the horizon if you squint) so I'm more than obliged to hand over some. Merry christmas
I agree with this for aesthetic reasons. As a former pixel artist this is my biggest gripe. I have this irrational aversion to mixelart (as it is known) because it reminds me of flash games and the like. I think it's unprofessional. It triggers the same part of my brain as this image.
People making strategy games... Hear me out... Thank me later, 10% of royalties sounds about right. #gamedev
Who needs river simulations when you can just mess with the UVs a little. (Looks like complete ass right now, this is just testing) #gamedev
Youtube guy making a shader tutorial for Unreal: "Hi guys, today I'm going to show you how to make simple fresnel effect in unreal!" The shader graph: