Unreal Engine
Post about Unreal Engine!

Comedy horror in development

Potato laptop testing for the (unoptimized) prototype. I got this dog water Chromebook with me while we're at the hospital away from home. Side loaded Kubuntu 25, runs on Wine way better than I expected given these specs. 60fps might be possible!

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Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.

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A second try at making mecha combat, much cleaner this time since I know what I'm doing(slightly more than last time). Trying to make it feel both agile and realistic.

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https://youtube.com/shorts/f_FghW-hm_o

Cover System: It will be used during combat, as shown in this video, but also during infiltration phases.

#PrototypeRevived is currently looking for people who can code or optimize the project. The game is made in UE4.27.2. If you're interested msg me on discord @SmallPotato95 with information on what you can do and projects you've previously worked on.
#HNPR

Oh thanks @gamejolt !! your the best 🥳

The AI is getting smarter! He can now place traps adequately based off your previous movements and actions! What traps do YOU think the #Neighbor should have?

https://discord.com/invite/mgHkB53Et7

#HelloNeighbor #PrototypeRevived #HelloNeighbour #Strategy #Horror

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Thought i would post my drop system demo.

This is done using a data table to define rarity and true weighted loot items for modularity moving forward. The clip shows 3 types of loot ( grey common - red uncommon - gold rare )

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In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.