Thursday, April 28, 2016

Development Update: 4/28/2016

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 it to a proper value of "0"

Wednesday, April 27, 2016

Development Update: 4/27/2016

Please Note: These are retroactive posts to show history and progress.

Progress Update 4/27/2016:
- Optimized Earth ground by condensing all the Materials into 1 master material and then reapplied the instances back to the planet.
NOTES: Did this for peace of mind and optimization, but more so because I was getting annoyed at tweaking in each different material

Sunday, April 24, 2016

Development Update: 4/23-24/2016

Please Note: These are retroactive posts to show history and progress.

Progress Update 4/23-24/2016:
- Added Spec to Earth
- Added Cloud Shadows
NOTE: (this is faked with another material running parrallel with the clouds and closer to the surface. Looks good from many angles, but some angles it looks like a distortion or fuzzy effect which I wanna fix)
- Added Outter Atmosphere



NOTES: So there's a few things
1) I'm still not 100% happy with the Clouds. In the material, I'm jacking the opacity to 3x so I can see them on the dark side of Earth. With this jacked opacity, I am seeing the clouds on the light side kind of look cartoony
2) The shadows are a higher opacity than I would like. I liked seeing the 0.99 opacity on the ground instead rather than >=1.0 opacity. I felt like I had to do this to see more of the shadows, but maybe I have to change the shadow texture to exaggerate the clouds a bit so I can see them better.
3) The fresnel and the Atmosphere fog needs more work. I need to find a way to have a sort of volumetric fog effect or some sort of gradient falloff from the atmosphere. The problem currently is that the Fresnel is easy to setup with the gradient pointed toward the planet, but not away from the planet. I need to figure out some sort of spherical falloff that faces outward.
See reference pic


Edit: So I found an interesting shader to try out....

The Eclipse shader
- All credit goes to JBaldwin on the Unreal Forums
https://forums.unrealengine.com/showthread.php?10215-Planetary-atmosphere-shader&p=77125&viewfull=1#post77125http://




And it totally worked with the sun direction...





Tuesday, April 19, 2016

Development Update: 4/19/2016

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 pool and are only affected by Damage
NOTES: Created a movie with all this working together here...



TODO: Fix up "Inner texturing" of Meteors

Progress Update 4/21/2016:
- WIP "Inner Texture" with pieces of Meteors - Still needs UV maps and also a better pipeline to make inner pieces look better

Thursday, April 14, 2016

Development Update: 4/14/2016

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

Notes:
1) Need to schedule more time for this stuff.
2) Physics in Unreal is SUPER annoying to deal with. Ignoring Actors but generating simulation on other actor BUT NOT allowing to DESTROY actor in same frame was amazing difficult to get through with blueprint, but finally resolved it. What I did was first I created a new object channel for projectiles (and asteroids) to give a default setup (I found out I really didn't need to do this, but this will be good for the future). Next I needed to set the Instigator for Projectile be Ignored by physics when moving and Simulation on the Projectile needs to be disabled on spawn. Next, on HitEvent, I did a DoOnce (get to that in a sec) on Turn on Simulation and Spawn Particle Effect (explosion/impact, etc) and then also set all the visible components - VFX, Mesh - to be hidden in game. The reason why I did the DoOnce was because I was seeing multiple Particles spawned when a hit event occurred. This was likely due to the collision of the Projectile was happening multiple times after hitting the Asteroids. Also, the reason for the hiding in game was to allow enough of a delay to occur to destroy the actor safely AFTER simulation (to apply kinetic energy to the asteroid)...... OMG that was annoying to figure out.  *rolls eyes*

3) Tried Multiplayer for shits and giggles. And fuck.... lol. Nothing is Serialized/Replicating... Alot of work there. Maybe after release, do a DLC of Multiplayer

- Setup Default Projectile Features
-- Setting Velocity of Projectile to be sum of Init Velocity and Forward Velocity of Ship
-- Setup Projectiles to Collide with Asteroids and placeholder VFX
-- Setup (finally) Projectiles to "push" asteroids based on Kinetic force
- Setup new Collision Object Channels - Projectile and Asteroid for future use.

FEATURE REQUESTS
# Momentum Drifting (Allowing players to get up to velocity and detach from always forward vector and "drift" while letting the ship rotate)
Done

TODO: Asteroid Breaking (Probably next)
Basic Whitebox version working
TODO: Setup Earth Gravity
May 22nd - Kinda Sorta working.... Radial Force applied to all asteroids in radius. I think I might change this because it causes lag issues with a ton of actors (Destruction Meshes) when ticking

BUGs
- Noticed that there may be a max level range (Floating point coordinate issue?). Will need to verify and seek online help.

Tuesday, April 5, 2016

Development Update: 4/5/2016

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 Ingame Dev Update 1: Roll and GUNS!!!