Felt like some the tutorial suggestions could be answered directly. This is a hard one for me because i recognize my privilege & everyones path is different. Just make games/prototypes I would say, share progress, don’t fret if it doesn’t get noticed, just keep at it. >
Do not let your ego get in the way of progress. Feedback does not need to be challenged. Feedback is not the law. Feedback is best when it’s unfiltered and raw. (Kids are amazing playtesters) Take the pieces of feedback you vibe with.
Stay in discomfort and make progress even though the brain wants you to flee in the opposite direction.
Treat mental energy with respect. Do not give yourself more input (play games super included) than what the brain and process during sleep. I am sorry to say that playing intensive games drain my battery like nothing else.
These are some things I try to think about. But I mean, fundamentally, everyone is different and the best way is the way you feel comfortable with. But not too comfortable.
If you feel like there’s some I can expand upon, please do not hesitate to ask.
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Procedural Animation School #1: You gotta rotate before you can walk.
Procedural animation. Most people think of spiders and a lot of legs. This is one part, but I would say transforming physical forces into rotations is even more important & a good start > Thread >
The rig is super simple and entirely done with empty gameObjects acting as bones and primitives parented under these "bones"
These are the global variables we need.
You see there a serializable class called AnimatedPart, that is what we will use to animate our body parts.
We will use velocity (Rigidbody in this case) and yawdelta (difference between current rotation.y and last rotation.y).
#UnrealEngine5 Lumen light game idea. Essentially similar the style of this old thing I did a long time ago. But the character would emit light. And there would be light pylons around the map that would change the player's color and give them >
different attributes while standing in the light. Absorbing the pylon would give the player a certain temporary buff that they could bring with them but deplete the pylon. Child pylons could be activated getting there in time with your timed buff. If a player already was colored>
when they absorbed a pylon they would get the product of those two colors combined and could then later activate a child pylon with that combined color. A very dark game where you would be the main source of light and could throw away parts of yourself acting as light sources.