Home // Blog // Dev Update – Weapons in HUD

Greetings Wardens

In this update, we wanted to show off in video format the work done now to the new Ship HUD with all the weapon groupings and individual weapon ready status.

Weapons HUD Video

Lead Developer – Kamikaze walks us through all the latest implemented HUD work such as the Speed Indicators, Weapon Ready Status Dots, and the Weapon Groupings.

We explained a bit of the layout of the HUD and what was designed for it in this previous update – https://solarwardengame.com/dev-update-new-ship-hud/

Weapon Grouping display coming soon™

We were hoping to get the detailed Weapon Grouping display finished for this week’s update, but alas we underestimated the issues we required in making the custom weapon grouping work in the first place. The short version of what was needed was a bit of a refactor when it comes to the weapons that get equipped onto Ships. Unfortunately it seems like Unreal doesn’t allow you to see nested Child Actors’ default values and edit them easily, which means that we had major difficulty when it came to weapons that were attached to turrets attached to ships and setting their Weapon Groupings. To get around this, we had to gut how we had Child Actors attached and spawn them at run time with pre-defined parameters so we can access them easily later from the ship end. This new method will also allow us to quickly modify weapons on Turrets as well when we get customization in the Hangar working properly with weapon groups.

In either case, the detailed Weapon Grouping display is a display that will be very similar to MWLL Weapon group display (if you are familiar with our previous title). We don’t currently have a visual in game yet, so we will borrow the MWLL display for our visual example.

Seen above are rows of weapons and which corresponding weapon group they belong in to. Along with that information is also the current Ready Status and Range of the weapon. Some additions we are wanting to put into this design is the ability to switch which weapon pip style would you like to see the Weapon Group. For example, instead of all Weapon Group 1 pips to be shown as a circle in the HUD, perhaps you would prefer a triangle or a square. These pips will then be saved per ship or per blueprint of ship design you create as a custom class for you to build in your campaign.

We want to build this into a sub-menu that you can pull up at any time to modify your weapons to be placed into different weapon groups. This sub-menu will not be visible at all times as there is alot of information that isn’t required to be seen at all times but can be brought up via key press (TBD) from the Ship you are currently piloting.

If all goes well now we have a better method of defining the ship weapons, we will show a working version for you all to see in a future update.

God Speed, Wardens!

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

0 Comments ON " Dev Update – Weapons in HUD "

Subscribe to the Solar Warden Newsletter

Solar Warden on Social Media

Facebook

Twitter


YouTube


Reddit

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.