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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Solar Warden
  • Utility spacecraft
    June 14, 2018
    A tugboat like craft (maybe variant(s)s of the H.U.R.K. transport?) built for dedicated reclaiming of resources, destroyed Warden craft and Silicoid husks, pilots and API boxes that successfully eject from destroyed Warden craft, and moving satellites ...
  • Artificial Pilot Intelligences
    June 14, 2018
    APP or API - artificial pilot personality or artificial pilot intelligenceFielded after research into artificial intelligence nets the necessary breakthroughs, artificial pilot computer systems could be installed into Warden craft to function as human...
  • Shell company space-missions
    June 14, 2018
    The idea: using shell companies for deploying civilian cargo into space to make money on the side. Such missions could also use transport craft to get other, more important resources into space.  Thus with limited transporters the commander would have ...
  • Asteroid-based resources
    June 14, 2018
    The idea is that resources could be reclaimed from asteroids that Silicoid arrive in, are sent to distract fire in a Silicoid rush/damage Earth's surface, or end up on a course to just pass by.H.U.R.K. transports could be deployed to carry a mining la...
  • Re: Capital ships humans-aliens
    February 17, 2018
    OMG you just make me happy to hear that ty agent for the replay beautiful i can't wait to play your game 
  • Re: Weapons rarity alien containers and Bosses
    February 17, 2018
    ty for the replay is sounds good can't wait to see what the game hase to offer once it is realised
  • Re: Capital ships humans-aliens
    February 16, 2018
    Thanks for the support!To answer your first question. We do have ships that are larger than the fighters which are the "Corvettes". They are much slower in handling, but pack quite a punch with their multiple turret mounts as well as larger weapons yo...
  • Re: Weapons rarity alien containers and Bosses
    February 16, 2018
    No worries, your English is fine .We don't believe in an RNG loot drop system as we feel that it pulls Players out from the immersion factor and reinforces a more "gambling style" reward, rather than a hard work pay off. However there is still RNG, ...
  • Weapons rarity alien containers and Bosses
    February 13, 2018
    Hello all me again any plans for Weapons rarity and alien contaners for the game for as example alien contaners where you need to hack the container to get a RNG alien Weapon rarity ore armor parts from tier 1-5 Killing a alien boss to get the weapo...
  • Capital ships humans-aliens
    February 13, 2018
    Hello all first i will like to apologize for my bad english i help my self with google second amazing game 110% i will buy it now for the mane topic will the game have capital ships like cruisers battlecruisers battleships carriers dreadnoughts and log...

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