For The Loot!

Match details: join us tonight 20:00 BST (GMT+1), Steam has to be running, and change your download region to UK/Manchester. I’ll be hosting as ‘chrismcr’. Download the post-jam game here! https://www.youtube.com/watch?v=-9KD6ll9l1k Last weekend I took part in my first 4-day #ue4jam, as part of the Sleepless Beanbags team. The theme was ‘fire in the hole’ so […]

Escape in UE4

Just over four years ago, for Ludum Dare 23, my friend Pete and I made a game called Escape in C++/OpenGL. The theme was ‘Tiny World’, which we chose to interpret as ‘the level shrinks as you play’. Inspired by the red weed from H.G. Wells’ War of The Worlds we decided the player is stranded on […]

Unity Visibility/Fog of War Effect

Here’s a method for ‘fog of war’ from an old Unity project. This is the kind used in games like XCOM where the world geometry outside the visible range of your units is darkened, but still at least partially visible. I added a circle mesh (an extremely short cylinder will also work) to the player unit […]

Neatly replacing NavMesh with A* in UE4

[ Update: Builtin A* Pathfinding in Unreal Engine 4.25 ] I’ve been working on a tile-based game recently, and I wanted to use A* for pathfinding (NavMesh is overkill, and not a great fit). I could’ve just written an A* pathfinder and custom AI code that uses it, but I wondered if there might be a […]