Home // Category: Development Update

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    Development Update: 5/30/2016

    30 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/30/2016: – Pause Menu Working — Hit “esc” or “m” or “start button” on Controller TODO: Setup Controller input for navigation Read more

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    Development Update: 5/28/2016

    28 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/28/2016: – Created Main Menu widget — Created basic logic for “Start Game”, “Options”, “Quit Game” TODO: Set “Inverted Pitch” as an option in Options menu TODO: Setup “Pause Menu” that can ... Read more

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    Development Update: 5/22/2016

    22 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/22/2016: – Setup Radial Clamp for Crosshair (this means that the cross hairs are clamped to not go off screen) – increased size of Larva Spores to 2.5x, making them easier to hit and “slower” relative to their speed – Setup Analog ... Read more

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    Development Update: 5/18-20/20...

    20 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/18-20/2016: – Fixed a few bugs with the guns/weapons hitting the instigator. So the problem I was having with the projectiles and the Ships/Aliens in game was that the Instigator wasn’t properly ignoring hit own weapons when shooting from within his... Read more

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    Development Update: 5/15/2016

    15 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/15/2016: – Alien Spore WIP!! — Been looking into setting up a very basic Blueprint driven AI spore that flies around randomly and shoots back at the Player with a basic Spore goo that’s like magma for the ship. TODO: Move all the AI behaviours... Read more

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    Development Update: 5/10-11/20...

    11 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/10/2016: – Earth Gravity Basic – Roll now has proper momentum – Fixed bug with Forward speed not being set to 0 on collision – Added Basic Drift on Ctrl TODO: Need to setup a new flight model that is momentum and directional. Want to set... Read more

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    Development Update: 4/27-28/20...

    28 April 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 4/28/2016: – Poof_Cloud proof of concept VFX! – Setup Poof Clouds on the Destructible Meshes TODO: Find out why Timeout on Debris for DMs don’t work anymore since 4.11 Found it. Seems to have been that I had the Debris depth at -1. Needed to set... Read more

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    Development Update: 4/19-21/20...

    21 April 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 4/19/2016: – Used Generated Asteroids and PullDownIt to create some precut pieces on Meteor_001 – Created a Meteor Actor that has all the pieces also setup with basic DM (Destructible Mesh) to test workflow – All piece DMs have their own health ... Read more

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    Development Update: 4/14/2016

    14 April 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 4/14/2016: – Projectile VFX/Mesh is in with new glow materials – Got Refire on guns to work now too :Rant: Physics in Unreal is SUPER annoying to deal with. Ignoring Actors but generating simulation on other actor BUT NOT allowing to DESTROY actor in ... Read more

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    Development Update: 4/5/2016

    5 April 2016 , by Kaze of Kami

    Progress Update 4/5/2016: – WIP Gradient Roll added – GUNS!!!!! – DefaultGun and DefaultProjectile actor’s made – Input to ForLoop array of ChildActor’s (Weapon selections done through Contruct function) – Basic Muzzle Flash! – DefaultProjectile has a Diamond Texture for Tracer Placeholder Apophis Ing... Read more

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