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JHBlancs

@jhblancs

he/him A recently-laid off network engineer pretending he's not experiencing a quarter-life crisis wherein he abandons his career to release a video game. The Grand Planto Heists, releasing sometime.

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08.11.2024
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Latest posts by JHBlancs @jhblancs

I want to simulate what I felt digging boxwood bushes out of my front garden. Of circling the bush root ball, looking for the next place to dig. Hence the focus around a centerpoint.

Longer term, I wanna make a game about raccoons stealing plants from people's front gardens. Digging as a focus.

10.03.2026 01:54 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Or, when the player stops movement, have a function give a small amount of movement input directly toward the center pivot.

10.03.2026 01:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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outward. So, I'm trying to find a way to fenegle that into my code. I've decreased speed, friction and gravity in the Character Movement to allow for the coasting at these low speeds. and I've ALMOST got it, I had to bind the world direction of the movement input to the current radius.

10.03.2026 01:50 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I'm looking to do a similar implementation with Character Movement, to make use of the built-in momentum. But said built-in momentum invariably pushes the player outside of the intended radius, especially once you stop giving input. Cuz while braking, it stops tracking the radius and just coasts

10.03.2026 01:44 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Correct. Lemme see if I recorded a video which shows the Set Actor Location implementation.

This vid shows a similar implementation, where I just set the location 1 degree offset from the old. I find the new location by rotating the direction vector from the center to the camera by 1 degree.

10.03.2026 01:42 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

the firstpersoncharacter to get off of that radius, and I'm looking for ways to get it back on that radius. Set the world location back on the radius with each tick?

10.03.2026 01:17 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Oh, let me clarify. I want forward and back movement to correspond to strafing in a radius around a center point. The movement is exclusively forward and back on the radius of that other actor's center point. Character Movement is adding in momentum and acceleration that I like, but they are causing

10.03.2026 01:15 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Oh, you better believe that's the first thing I got comfy doing in unreal!

I'm puzzling through what you've told me so far and tossing my code like a salad. I'd rather not take your entire evening with 50 Q's making you explain what you're saying in exhaustive detail.

10.03.2026 00:47 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Previously I just updated the world location every move input and it worked wonderfully, but then it lacked any of the momentum/slowdown that I feel like is necessary.

I was sorta hoping I didn't have to touch this. I'm glad I'm digging into this, it's immensely gratifying demystifying this.

09.03.2026 23:57 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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I'm very new, so I'm largely just bashing blueprints together until fire happens. Here I've just rotated the unit direction by ~90 degrees, then feed that direction into the movement.

09.03.2026 23:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0
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Said earlier I ran into a problem where radial movement also moved outward from the center. Found a way to exemplify. Either gotta point the movement direction far inside the radius ring, or suss out another way to mitigate this. Or just accept that players will be slowly pushed out to max radius.

09.03.2026 20:49 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Baby <3

09.03.2026 19:34 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Progress is pogress. Added back in Character Movement, and it handles momentum nicely. No more jerky stopping. Need to tweak movement speed based on radius and look into auto-turning the camera to keep the same perspective wrt the center pivot. #indiedev #whatthehellisanarcsin

08.03.2026 22:08 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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And another win! At the start of movement, read the directionality of the camera and track what forward means. Only update what forward means when you stop moving. This means a player can keep their own frame of reference when moving radially. #indiedev #indiegaming #gamedev #hashtag

08.03.2026 04:35 ๐Ÿ‘ 4 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

lmao, did you know that UE5 by default has debug arrows' color as *nothing*? If you don't go in and confirm the color, it's invisible. At least for me. That's amazing. I was about to lose my marbles over that.

07.03.2026 21:55 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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I have to remind myself that I'm not, like, in competition with anyone, it's just my own progress as I make it. This ain't much, but I managed to recontextualize movement around a central pivot. Will continue sprucing this up to simulate going round a Planto to select where to dig. #Indie #gamedev

07.03.2026 20:40 ๐Ÿ‘ 15 ๐Ÿ” 3 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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this game good

06.03.2026 14:47 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

This had better culminate in a Loss meme

16.02.2026 18:11 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

The uncooked bacon in the bag lookin at me like

16.02.2026 04:16 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Dude your stuff is so cool.

12.02.2026 16:37 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Just canceled my #Discord Nitro sub. I encourage you to do the same. They'll be needing ID or facial recognition soon. Reasons this is bad:
1. They had a data breach recently. This data is not secure.
2. These measures never protect children.
3. They is one cheap date from giving your ID to whoever.

09.02.2026 17:42 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Preview
Peering through the Fog: Designing the Journey to Castora โ€“ GuildWars2.com Get a behind-the-scenes look at designing Guild Wars 2: Visions of Eternity.

guildwars2.com/en/news/peer...

Thoroughly fascinating insight on how anet made a complicated story instance work. Light/nonexistent on spoilers.

16.01.2026 06:32 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Stuff I learned today:
- Adding Blender Shape Keys to a model, commonly to deform the facial features for expressions/talking/eye tracking
- Using those Shape Keys in UE5

And I think I'm about ready to start blocking together the first draft of my scene :3

04.01.2026 05:04 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

SOCIALS DUMP: (plz lemme know if any of these 404) #TheGrandPlantoHeists
TWITCH www.twitch.tv/jhblancs
YOUTUBE www.youtube.com/@JHBlancs
DISCORD discord.gg/mNVf5HwCRY

02.01.2026 03:42 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Man, figuring out that a good way to do the jaw was to simulate the sorta... double-angle irl jaw took a while, but MAN my boy's lookin good!

01.01.2026 08:06 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Blender fun. The GW2 model came out really low poly (in game the textures and shading smooth do a LOT of work!), so I had to add poly's. Like Subsurface Subdivision, which subdivides every face.

Problem is if you don't do it right, when doing twisting actions your model can fold up (the red)!

31.12.2025 05:59 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Decided to rip my character from GW2 and design it in Blender to use it in animations. I figured it a good challenge to learn Blender and UE5's animation systems. I've had so many lil stories about my GW2 characters, and always wanted to try bringing them to life. Coming along well!

30.12.2025 07:22 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I've been playing around with Ue5 as an animatic platform. It's... Strangely easy. I've had a few lil cinematic sequences in my head I've always wanted to see realized.

19.12.2025 04:38 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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enjoying Proverbs, a little minesweeper-esque game. Every few puzzles completed you get a proverb! Some of them hit a little harder than others.

27.11.2025 03:01 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Those two games are SO ENJOYABLE! Wonderful little emotional journeys.

23.11.2025 07:27 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0