Home // Category: Development Brief

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    New Movement Code and Feature ...

    1 October 2021 , by Kaze of Kami

    Massive breakthroughs with new movement code! Everything seems like it’s finally coming together! The new Force based movement/rotation (Angular velocity) seems to finally be coming together! Some of the biggest additions have been to look into applying counter accelerations when no input is being applied (basically providing your own drag in... Read more

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    Ugly Briefs Update #5

    9 July 2021 , by Kaze of Kami

    Instant rotation speed woes So I wanted to give an update this weekend in relation to what I want to have working in the Alpha with new Movement code and what to expect, but it seems like it’s going to be a lot more work than I initially thought. Originally, I thought it would be pretty simple to setup a... Read more

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    Ugly Briefs Update #4

    15 February 2021 , by Kaze of Kami

    Frame Delay?? So I just wanna chime in here and bitch about why there’s a need for a frame delay on “Event Possess”. Usually with Event nodes, all the logic seems to be executed on the Pawn first, and then executes the entire node for that event including all required outputs to have return values. So then why is it... Read more

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    Ugly Briefs Update #3

    5 February 2021 , by Kaze of Kami

    Let me have CONTROL! Right, so this issue with “Controllers” in Unreal has been an on going annoyance since the beginning of the project. Anyone who has done work with Pawn Possession or Multiplayer has had to deal with Controllers (Player Controllers / AI Controllers). Imagine having to deal with assuming control of your ship, but the ... Read more

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    Ugly Briefs Update #2

    3 February 2021 , by Kaze of Kami

    Such ugly underpants. I hope the underpants gnomes don’t steal So as promised. I wanted to update you all again this week and talk about the turret rotation Animation Blueprints (Anim BPs) and Anim Graph issues we fell into with difference Unreal Engine integrations. Fortunately with this change over with how the Anim BPs work now with Unreal... Read more

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