Angelo @handleonline.bsky.social · 10/10/2026Another new arena opponent: Librium - their setup is built around utilizing an experimental Evasive Booster part that allows for rapid Evasive Boost usage. They do their best to keep a mid-range distance on the player #ue5 #mech #screenshotsaturday #gamedev #indiegame 1287
Angelo @handleonline.bsky.social · 03/10/2026Another arena opponent: I got real creative and named them "Maniac" Medium difficulty - their setup is built around every weapon slot being a machine gun variety. Ideally they try to get close to the player for maximum effectiveness #ue5 #mech #screenshotsaturday #indiedev 0143
Angelo @handleonline.bsky.social · 27/09/2026For animations, I usually import Mixamo animations and modify them myself for my use case. The rigging was already done, the model is from Fab and rigged to the UE4 skeleton. All 3d assets are from Fab assets (placeholders for now) 001
Angelo @handleonline.bsky.social · 26/09/2026Working on more arena opponents ~ Name: Lilith, difficulty: medium. Their setup is built around using a railgun as their primary weapon. They do their best to keep a mid-range distance, while hoping the railgun does most of the damage #ue5 #mech #screenshotsaturday #gamedev #indiedev 2308
Angelo @handleonline.bsky.social · 19/09/2026Thanks! I hope to make the difficulty curve not too bad in the end 010
Angelo @handleonline.bsky.social · 19/09/2026Working on Arena opponents now - it's lots of fun designing enemy builds and playstyles. First to showoff is Hector! Medium difficulty, their setup uses a variety of missiles and constantly tries to keep distance from the player #ue5 #screenshotsaturday #mech #indiegame #gamedev 1499
Angelo @handleonline.bsky.social · 14/09/2026Got the Arena systems working! After selecting an opponent, the player is transported to the appropriate Arena where they commence their 1v1. Win or lose, the player can choose to restart the match or back out #ue5 #mech #indiegame #gamedev #armoredcore #メカ #インディーゲーム 0153
Angelo @handleonline.bsky.social · 12/09/2026Working on the Arena UI UX - came up with a way to let the player see background info about their opponent and exactly what parts they have equipped. Also added in some debug tools for loading an opponent's parts into the player's Mech #ue5 #mech #indiegame #gamedev 082
Angelo @handleonline.bsky.social · 11/09/2026Second and final Arena map... for now ~ This zone is for forcing close encounters - the player and their opponent engage at the bottom of a crater, circled by a ruined city. There is no coverage and the size of the playable Arena is small #ue5 #indiegame #gamedev #indiedev 0145
Angelo @handleonline.bsky.social · 10/09/2026Working on Arena maps now ~ First up, I wanted to make a larger zone with sparse cover and change in elevation. Fast and lightweight builds will probably benefit most in this environment #ue5 #indiegame #gamedev 0121
Angelo @handleonline.bsky.social · 06/09/2026With the addition of the new part types, there are 113 unique mech parts, 56 of which are weapons. Now I can create enemy mechs with different parts, which also means I get to work on the next big system: The Arena I've been looking forward to this for a long time! 020
Angelo @handleonline.bsky.social · 05/09/2026Last of the new weapon types: heavy missiles! Another one of my personal favorites. This projectile applies constant pressure through a slow tracking rate. On contact, it explodes in a massive area and causes significant damage #ue5 #mech #screenshotsaturday #gamedev 0195
Angelo @handleonline.bsky.social · 05/09/2026New weapon types part 12: Vertical Missiles! These function as your typical missiles which climb into the air for a bit before homing onto their target - the purpose here being they hit their mark from an overhead angle #ue5 #mech #indiegame #gamedev 1164
Angelo @handleonline.bsky.social · 03/09/2026New weapon types part 11: Cluster Bomb Missiles! One of my personal favorites - when this missiles arrives above its target, its split into many smaller explosives and carpets the area in destruction. These are ideal for clearing large groups of low health enemies #ue5 #mech #indiegame #gamedev 093
Angelo @handleonline.bsky.social · 03/09/2026New weapon types part 10: Hand Missiles! These are for the missile lovers out there - they can be equipped to the right or left hand slot, allowing for extra missiles. Thought the implementation would be difficult, but it ended up being ezpz #ue5 #mech #indiegame #gamedev 1123
Angelo @handleonline.bsky.social · 01/09/2026New weapon types part 9: Split Missiles (part 2) Whipped up a new variation of the split missile. Instead of separating into four projectiles, it splits into two flanking missiles. The purpose of these are for continuously pressuring a target #ue5 #mech #indiegame #gamedev 0101
Angelo @handleonline.bsky.social · 30/08/2026thanks! the point of these sort of missiles is definitely to put pressure on your target's flank - like you said, overwhelming the defense with many targets 000
Angelo @handleonline.bsky.social · 29/08/2026New weapon types part 8: Split Missiles! These projectiles will divide into multiple smaller missiles when they get near their target. For the first iteration, I went with the classic four way split #ue5 #mech #indiegame #screenshotsaturday #gamedev 1124
Angelo @handleonline.bsky.social · 28/08/2026New weapon types part 7: Back Slug Gun! This heavy back weapon is made for wreaking havoc on a wide area with large heavy projectiles. Still trying to figure out the balance on it, point blanking anything with it absolutely shreds at the moment #ue5 #mech #indiegame #gamedev 0193
Angelo @handleonline.bsky.social · 26/08/2026New weapon types part 6: sniper rifles! Similar to the hand railgun, the sniper locks the player into an animation (placeholder) and fires when done. The animation here is intentionally longer, to create an even higher risk ceiling for the player #ue5 #mech #indiegame #gamedev 0144
Angelo @handleonline.bsky.social · 25/08/2026New weapon types part 5: Hand Railgun! This weapon deals high single target damage. On use, the player locks into an animation (placeholder), firing on completion - this creates high risk high reward scenarios! #ue5 #mech #indiegame #gamedev 1133
Angelo @handleonline.bsky.social · 23/08/2026New weapon types part 4: the machine shotgun! I intend for this weapon to be good at clearing cannon-fodder enemies. Still figuring out the balance of total projectiles in the spread and overall damage, but it's a very fun weapon so far! #ue5 #mech #indiegame #gamedev 0152
Angelo @handleonline.bsky.social · 22/08/2026New weapon types part 3! Added in a burst assault rifle. Ended up being a little more difficult than expected - had to rework some existing systems to support grouping bullets under the same calculated trajectory #ue5 #mech #indiegame #gamedev 0113
Angelo @handleonline.bsky.social · 21/08/2026New weapons part 2 of ??? Got the machine gun type working! Forgot to mention in my last post that I'm doing audio implementations with the weapons. For this, I had to figure out new audio solutions for handling many overlapping sounds at once #ue5 #mech #indiegame #gamedev 0112
Angelo @handleonline.bsky.social · 20/08/2026New weapons part 1 ~ I decided it was finally time to overhaul the sword. I removed the slow multi-combo attacks and charging ability. Using a new animation, the sword now deals quick instant strikes! #ue5 #mech #indiegame #gamedev 093
Angelo @handleonline.bsky.social · 18/08/2026Starting work on new Mech parts and weapons. The first part type I'm focused on is the Targeting System. This part determines scan and target distance, scan and stat refresh rate, weapon accuracy, missile lock speed, and Targeting Frame dimensions #ue5 #mech #indiegame #gamedev 0143
Angelo @handleonline.bsky.social · 17/08/2026Never heard of it before, the solutions I've been using have been focused on less visual flare, and more optimization. I googled the chaos fracture system a little bit and it looks really compelling, thanks for bringing it up, I'm considering giving it a try! 110
Angelo @handleonline.bsky.social · 16/08/2026Overall, I'm really happy with the integration of the destroy urban environment assets that I grabbed off Fab! They're really performant as Nanite meshes and blend in very with the existing desert decoration #ue5 #mech #indiegame #gamedev 070
Angelo @handleonline.bsky.social · 16/08/2026I try to make lots of environmental things destructible because I feel the same way. It would be weird to bounce off smaller object or simply go through the 111
Angelo @handleonline.bsky.social · 16/08/2026Thanks! It runs pretty well in practice, I'll be posting videos of it later probably. Regarding crushing buildings, the smaller buildings can be destroyed 110
Angelo @handleonline.bsky.social · 15/08/2026I'm satisfied with the performance of the destroyed urban city assets. To help with optimizations, I created new systems to handle niagara mesh culling. Overall, I was able to setup a nice benchmark test here with hundreds of buildings #ue5 #mech #screenshotsaturday #gamedev 25810
Angelo @handleonline.bsky.social · 14/08/2026More work on destroyed urban city environments: for smaller buildings, I decided to make them destructible. I was able to leverage the existing system for their integration pretty easily. They can be destroyed either through damage or collision #ue5 #mech #indiegame #gamedev 1152
Angelo @handleonline.bsky.social · 13/08/2026Found an abandoned building asset pack on Fab which is pretty optimized and a nice replacement for my existing city structures. Created a PCG for generation and am currently benchmarking performance - so far so good! #ue5 #indiegame #gamedev 0103
Angelo @handleonline.bsky.social · 11/07/2026Combined good nanite trees I found on Fab with some Quixel megascans decoration to come up with a new overall desert biome look and feel. Used landscape material combined with PCG for generation. #ue5 #screenshotsaturday #indiedev #gamedev 0174
Angelo @handleonline.bsky.social · 10/07/2026More QOL things ~ I removed the jump delay and added in an immediate impulse when engaging vertical boost from the ground. Also implemented a bonus thrust if you pair a jump with an evasive boost. Makes everything feel much more responsive! #ue5 #mech #indiegame #gamedev 0243
Angelo @handleonline.bsky.social · 09/07/2026Found a good non-modular buildings asset pack on Fab that wasn't too expensive. Allowed me to test out destructible buildings at scale. So far so good! #ue5 #mech #indiegame #gamedev 0153
Angelo @handleonline.bsky.social · 09/07/2026luckily it's a sci-fi universe where the pilot can survive these things! 110
Angelo @handleonline.bsky.social · 08/07/2026I added back in the ability to fire weapons during evasive boosts. Previously, I didn't want Mechs to spam dodges without a tradeoff, but I've decided yolo let's see what happens #ue5 #mech #indiegame #gamedev 35810
Angelo @handleonline.bsky.social · 07/07/2026Found a great YT vid by Dallas Drapeau which goes over the default Unreal Engine ACES Tonemapper, and how to replace it with an AgX Tonemapper. Immediately noticed the improvements - less washed out and more pop! #ue5 #indiegame #gamedev 0133
Reposted by AngeloGustav von Periwinkle @magemsoft.com · 03/07/2026Take a moment & relax to soothing 8bit ocean waves and birdsong. I heard people like Zelda 2, so in my spare time I've been teasing out slightly modified NES style visuals to make a unique one with my OC: Wika Wicked Wind. #IndieDev #GameDev #Fairies #PixelArt #ドット絵 #8bit #SoloDev #Godot #Zelda2 0225
Angelo @handleonline.bsky.social · 28/06/2026Final sound effects stuff for a while ~ SFX for the entire Mech dying cycle is done. Most important effects: low health sparks, disabled transition, critical damage alerts, and final explosion. Time to move on to other things! #ue5 #mech #indiegame #gamedev #sfx 0182
Reposted by Angelokass!! 🪲 shop open ! @beetlebards.bsky.social · 28/06/2026a true knight fights for everyone ⚔️🏳️⚧️ (chivalry is gay!! happy pride!!) 47144135307
Angelo @handleonline.bsky.social · 27/06/2026Finished sword sound effects, which is going to be the last Mech weapon sfx for a while. Overall pretty satisfied with how all the Mech weapons ended up sounding. Looking forward to moving on though #ue5 #mech #indiegame #sfx #screenshotsaturday 1144