Heckteck
@heckteck_dev
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Hi! Just wanted to clarify - I am now officially working on ULTRAKILL as a developer. Unless I specifically say otherwise, the posts on this account are official features, and will be added to the game in a future update (subject to change of course) Thanks :)
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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! π
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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! 4/X
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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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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
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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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I'll also post here, but I plan to link to bluesky with each post if it works well enough.
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I'll be posting any dev updates on Bluesky from now. I hope the migration lasts - its the most promising alternative I know of. https://t.co/fySzPjvlQh
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Geordie Greep (of Black Midi)'s solo debut The New Sound is available on youtube now, and it's exactly what I was hoping it would be. Clean, sleek, suave and complex with a strong influence of latin rock and some straight-up jazz fusion. Wonderful. https://t.co/psyfEgldTT
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ouhhhh I hate silly little guys. Ouhhhhh adorable mushroom friend crawling around. So dystopian
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Progress is coming along for the new movement/combat mechanic: the homing kick. HD: https://t.co/m48CwUlmkn Also shown is the new air juggling system and limited-time health pickups that are dropped on enemy death. #screenshotsaturday #gamedev #indiedev
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I've been working with @heckteck_dev on the ULTRAKILL enemy overhaul, and we're finally able to show off one of the systems made for it: The Timeline. Full Video - https://t.co/F9krhTDAmY
#screenshotsaturday #ultrakill
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Shockingly, Deadlock is the most fun I've had in an online game for years. Got 100 hours in it by now
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i raytraced (pathtraced) ultrakill resources used: https://t.co/s2pBdt26iZ
https://t.co/7cLEMQ3G7X
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