Heckteck

Heckteck

@heckteck.dev

Programmer, working on ULTRAKILL. she/her I hardly know 'er

1K followers69 following76 posts

Heckteck reposted

here's a good showcase of how the baked light base is already pretty nice but passing over it a bunch with just a basic ass round brush and a mouse can quickly elevate it & gives it more of that same vibe you find in original STALKER textures (theirs were photos with paint over on top)

Azure Midsummer@millenia3d.net

WIP Makarov replacement for STALKER, mixture of baked light and hand paint. 100% static lighting as shown here started this in 2020 but never finished it. gonna have to get it rigged and ingame soon so i can test it in context

Heckteck reposted

Since the Shoulder Check is functionally identical to the Kick, I found out you can use it to return projectiles 😅 The CheckTech is -deep- #gamedev #unity3d

Heckteck reposted

Heckteck reposted

Really enjoyed FlyKnight! Feels like a more casual take on that Lunacid/Shadow Tower formula. Perfect for a one-sitting co-op experience, requires enough engagement and strategy while still having room for goofing around. Short and sweet, hope there will be more at some point.

There's a lot of talk around in-engine tools for level design / modelling, and I've always wondered - has anyone experimented with a 'server' for this kind of thing? The concept being that the actual engine for manipulating geeometry is entirely agnostic to the 'client' sending the commands.

I don't know how feasible it'd be, but in theory It'd allow you to move from one engine to another while keeping the same tooling, in the worst case having to write a custom client for the engine. It's something I'm interested in prototyping myself, but does something like this exist?

He looks great of course, but that's not the point. Some people were destined for that "holding desperately on to your 80s head of hair" look

Heckteck reposted

My first released game, FlyKnight, is out NOW!!! First person dungeon crawler soulslike 1-4 players online coop Linear campaign Good graphics Has fishing ONLY 6€ Get it on flyknight.net

I've been waiting for this year. I should snakepost more 2 of 4 sillies (Khezu and Tofu)

atelier@arainydancer.bsky.social

This year's sign is the snake, which is also mine. Automatically, this makes this year my year!

Heckteck reposted

my game compiles itself when you run it; the entire C source code is in the folder and you can just edit it and run the game

jazz mickle@queenjazz.gay

its my game!! please check it out and tell your friends and if you're really cool you can buy it!!! queenjazz.itch.io/world-pole-s...

Heckteck reposted

game dev aint about coding or design and shit its about saying "I'm workin' on it" in an exaggerated new york accent until a finished game spawns in your arms like the birth of christ

Heckteck reposted

Unreal Gold and Unreal Tournament can now be downloaded for free, Epic Games just gave the OldUnreal folks permission to host installers for both games on their website. It'll install the games and the OldUnreal patches to make them run on modern systems without hassles.

Heckteck reposted

Replying to @heckteck.dev

What the actual fuck you valour stealing bastard *I* knocked that tooth out you scrupleless slab

Last time my friend ate a KitKat this way we knocked it out of their mouth so hard it took a tooth out

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As part of the enemy code rewrite, I've been working on a Behavior Tree system. Combined with our Timeline, it can be very versatile. These tools make complex behaviors a lot easier for us to manage, and will help modders create new enemy types. 1/X #screenshotsaturday

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Selectors try to 'select' the first successful node - they run all their children top-to-bottom, until one Succeeds. Sequences try to run all their children in sequence - if one fails, the sequence stops and returns Fail. If we reach a Timeline node, we play that timeline! (e.g colored path) 4/X

These systems alone can represent very complex enemy behaviors, without having to write any custom code. They are also decoupled from the ULTRAKILL codebase, so in the long term we hope to make them widely available for others to use in Unity. Anyway! Thanks for reading! 🍅

As part of the enemy code rewrite, I've been working on a Behavior Tree system. Combined with our Timeline, it can be very versatile. These tools make complex behaviors a lot easier for us to manage, and will help modders create new enemy types. 1/X #screenshotsaturday

This window is the Timeline Editor. Timelines have various 'tracks', allowing timed events to be synchronized. For example, if a hitbox needs to activate for part of an animation, we can use an Animation Track and Activation Track, and line them up, as seen below. 2/X

And this is the behavior tree - the brain of the enemy. To decide what an enemy should do next, we start on the left side of the tree, asking our root node (highlighted red) to run and give us a result. 3/X

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