Heckteck Profile
Heckteck

@heckteck_dev

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3K
Following
75
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10
Statuses
77

programmer for @ULTRAKILLGame

Joined May 2023
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@heckteck_dev
Heckteck
2 years
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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@tinysoulgame
tinysoul
1 year
πŸ…πŸ€
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@heckteck_dev
Heckteck
1 year
Here's the Good version of this post https://t.co/qEymDQqxlj
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@heckteck_dev
Heckteck
1 year
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! πŸ…
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@heckteck_dev
Heckteck
1 year
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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@heckteck_dev
Heckteck
1 year
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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@heckteck_dev
Heckteck
1 year
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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@heckteck_dev
Heckteck
1 year
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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@heckteck_dev
Heckteck
1 year
I'll also post here, but I plan to link to bluesky with each post if it works well enough.
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@heckteck_dev
Heckteck
1 year
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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@98_sef
Seth Evans
1 year
My top 3 albums this year:
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@GreepIdentifier
Greep Identifier
1 year
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@HakitaDev
Public Hakita Is a Good Idea
1 year
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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@heckteck_dev
Heckteck
1 year
ouhhhh I hate silly little guys. Ouhhhhh adorable mushroom friend crawling around. So dystopian
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@realharetrigger
HARE TRIGGER
1 year
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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@dev_pitr
PITR
1 year
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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@heckteck_dev
Heckteck
1 year
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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@robiehh
Robi
1 year
i raytraced (pathtraced) ultrakill resources used: https://t.co/s2pBdt26iZ https://t.co/7cLEMQ3G7X
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@farcillebot
(hiatus) farcille bot β™‘ πŸ‰
1 year
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@farcillebot
(hiatus) farcille bot β™‘ πŸ‰
1 year
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@Mumatsi
WardenπŸŽ­πŸ¦‹
2 years
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