I'm tired of bouncing between two programs.
Which one happens first?
Blender brings its game engine back
Unreal ships proper modeling tools
Official Blender-Unreal live link
or WW3?
Solo dev tip: One texture for every asset. gradient atlas limits you. it also saves you. i'll take the trade.
the old stone wall was bothering me. modeled a new wall and matching tower. if no one says it looks good i will iterate on this scene until i die😥
Added walls to my game.
Damaged walls and lumen lighting look great but this detail level feels foreign to me. Might pivot back to stylized mobile aesthetic.
Simple toon models and realistic lighting, does it actually work or am i overthinking? (everyone has a 5090 right?)
Built a bone dragon boss for my demo.
Map is way too small for this big guy.
Should I redesign the map around it or scrap it for a humanoid boss?
#blender
I need your opinion.
What makes a tower defense feel good, building variety or power fantasy?
I have towers, but also bullet hell and Survivors style powerups.
For the demo; more tower types, or more spells?
Solo dev problem: you add one "small" feature and suddenly question your entire game design.
Just gave players interactive environments in my tower defense. Torches, barrels, all usable as weapons.
Send help.
Tower Defense players don't care about graphics.
They care about broken builds and optimizing kill zones...
So I added ragdoll physics anyway and now I can't stop watching them die.
#unrealengine
Tower Defense players and indie lovers,
I need your real opinion. Which map would you actually enjoy playing?
Vertical map:
- Much easier to control
-But 1/3 of the screen is wasted
Square map:
-Full screen usage
-Suddenly too much ground to defend