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    Development Update: 6/7-8/2016

    8 June 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 6/7/2016: – Created Dissolve Gradient Effect in Transfer folder TODO: Apply this to ships to show damage 🙂 Progress Update 6/8/2016: – Proof of Concept For Damage on Ships TODO: Remake Textures and setup proper UVs on ship to handle this Read more

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    Development Update: 6/5/2016

    5 June 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 6/5/2016: – Fixed up Collisions with Earth – Created very placeholder impact effect and destruction of Meteors logic – Setup Asteroids to burn up in Atmosphere (overlap event on the Earth_Ground actor) – Created a very cool high rez crater... Read more

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    Development Update: 5/31/2016

    31 May 2016 , by Kaze of Kami

    Please Note: These are retroactive posts to show history and progress. Progress Update 5/31/2016: – Pause Menu with some basic WIP setup with Keyboard Focus that also uses Controller input (needs alot more work) – Looked into Vector map for “Lead shooting”. Going to be alot more work than realized – Created a Main Engi... Read more

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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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