Home // Blog // Dev Update – Crystalline Silicoid and New Asteroid Destruction

Greetings Wardens

In this week’s update we take a look at some WIP assets. From the concept art for the the new Crystalline Silicoid as well as a new more optimal method of Asteroid Destruction (allowing for those AMD cards to work better and allow for more features to be plugged in for destruction).

WIP Crystalline Grub

As we develop new weapons to combat the Silicoid threat, the alien menace themselves have also been evolving themselves. New versions of the Silicoid have revealed themselves with more of those Crystral spikes we’ve seen on the Worm.

These new “Crystalline” sub species of Silicoid have shown to be much more adapted in sustaining damage from our electro-magnetic and other advanced energy based weaponry. They have even been seen in absorbing that same energy and delivering back at our vessels with even higher intensity than the regular Silicoid. Care must be given when encountering this new sub-species as energy weapons are not very effective on these creatures.

These are Artist renditions of this newly discovered creature based on eye-witness accounts. We will provide you with additional information on this new species once more intel becomes available.

New Asteroid Destruction Method

Since the Demo, we’ve been looking at the best ways to deal with the massive destruction of Asteroids and the performance impacts many AMD players have reported. This performance hit is not really that surprising as the current “Apex Destruction” plugin for Unreal is purpose built for Nvidia GPUs. This meant that anyone not playing with an Nvidia graphics card will likely encounter performance issues once more and more asteroids get destroyed.

Along with the performance hits, there were many more obstacles we’ve been running into when using the “Apex Destruction” plugin.
Issues such as;
– No Multiplayer support (replicating destruction piece locations)
– Very clunky Destruction calls from Blueprints (or just health values in general)
– Broken features where pieces didn’t “crumble” into dust (using pfx)

With all that in mind, and also with the Mega Meteor being a very large and complicated asset to setup with the Apex Destruction, we opted to look at making our own destruction tool, and that would be based on completely pre-broken assets.

Instead of letting the Apex Destruction plugin tool create their own “Chunks” of the major pieces, we decided to author our own “Mini-pieces” that would be a subset of the major pieces that get broken off. These smaller pieces are all pulled in just on one easy asset and then handle separately once the break occurs.

Our goal was to maintain the same level of quality that we had with the Apex Destruction which we achieved (left in above image), but also include additional features that we felt were missed out on, such as the “mini-pieces” to “Fade into dust” (right in the image above). This was a hugely missed feature that didn’t work properly in the Apex Destruction tool and now we’re able to set the up as we can handle the pieces on our own.

This change will also allow us to properly set the destruction of the Asteroids up to work as well in Multiplayer as well as handle “Health” values, without resorting to terrible hacks to force destruction.

We haven’t yet fully tested the performance impact of so many individual pieces and suspect there may be a memory hit with so many individual specific meshes, but if that becomes an issue, we can always look at cutting back on the unique meshes on these major pieces or even create a sort of “debris-pool” where only a “Maximum Debris” count will be reached and then the oldest of these debris will fade to dust. And since these small mesh pieces are so simple, we’re not convinced that this will really cause an issue to begin with. Either case, now having total control over the Asteroid Destruction, we are now more confident than ever in increasing the quality of the destruction and gameplay before Alpha.


Thanks again for tuning in to our weekly updates! We will see you all next week!

-Polar Zenith

0 Comments ON " Dev Update – Crystalline Silicoid and New As... "

Subscribe to the Solar Warden Newsletter

Solar Warden on Social Media





Join Live Chat on Discord

Solar Warden on IndieDB

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...

Polar Zenith Copyright © 2022 Polar Zenith, LLC. All Rights Reserved.