ChatGPT is my friend. This is in a branch:https://github.com/wfkolb/CyberpunkRedCyberspace/tree/wk_feature/NewPlayerVisualization Isn’t hooked up to firebase yet (to pull the floor information) but I figure I can make a few models to handle each level and a bunch for each of the ice daemons (you can see the dog for the hellhound: https://cyberpunk.fandom.com/wiki/Hellhound_(RED) ) which I’ll probably […]
Vibin’ for some cyberpunk
Did a bit more work on the cyberpunk stuff Functionally I think I’m close. I’m probably not going to add branching paths to the floors but I’d rather get this locked down then I can transition the viewing to a better 3d model view (with elevator and all). Code is posted here: https://github.com/wfkolb/CyberpunkRedCyberspace Again this […]
More Vibe coding
I wanted to setup a way to visualize the cyberspace for cyberpunk red ( https://www.cbr.com/cyberpunk-red-netrunner-class-explained/ ) for awhile and I never found a good solution. So I tried spinning up my own version with some chatgpt help: Looks like crap but if I get a simple viewer working it should be easy enough to get […]
Touch ups
I spent the day listening to old gorillaz youtube videos while working. Once I hopped on abelton I tried re-creating “welcome to the world of the plastic beach” by memory: It turned out better than I thought after I compared it to the original. (You may notice the beeps from rhinestone Eyes I somehow got […]
WHO DARES LISTEN
This one is all lame presets and out of key stabs I need to add art to these on soundcloud so I feel like there’s enough effort put in. I was gonna do a generic album cover and came up with this: Where I did NONE of that using reference images or 3d model tools […]
Maybe a Car?
I started making a car I was trying to base it off of https://www.classic.com/m/bmw/3-series/e36/m3/ and I think the vibe is kinda there? I think the wheel wells are kinda in the right place: My goal is to have a driving sequence at some point. But honestly this might just be a thing I hold off […]
“If the robot makes three beeps don’t stand in front of it.”
Threw the muzzle flash 3d model into the explosion so we get some kinda fire out of it. It works much better than I expected: Also attempted to make some light-bulbs that hang from the ceiling but it turns out the unreal provided cable component (https://dev.epicgames.com/documentation/en-us/unreal-engine/cable-components-in-unreal-engine) doesn’t apply physics forces to whatever it’s attached to. […]
Environment
Churning through this first semi-finalized level (which will probably be the demo level). The idea here is that the warehouse will open up to an underground section.
They Keep killing each other…
I re-wrote a bunch of the patrol bot AI to use EQS (Environmental query system: see https://dev.epicgames.com/documentation/en-us/unreal-engine/environment-query-system-quick-start-in-unreal-engine#2-environmentquerycontext ) , which should greatly simplify the the bots and give them better criteria to find spots that see the player, but are also kinda close. Here’s the EQS Tree: Essentially EQS is a way to break up […]
Build build build build
I made a real spawn location for the patrol bots: Isn’t too much to it, just a bunch of boxes and a conveyor that spits out the bots. I reworked some of the deployment logic so that bots are physics objects before they get fully deployed. That way I can do stuff like drop them […]