Thursday, July 7, 2016

Development Update: 7/7/2016

Progress Update 7/7/2016:
- Setup a basic Healthbar in the bottom middle and anchored to bottom
- Setup visual component to Damage to ship with the blending material made previously.
TODO: I want to explore options with the 2nd material underneath the Hull of the ship, since seeing holes in the ship is cool, but there's no structure under it. I'll see if the best way is to make a quick lattice mesh with a "burnt" material looks good underneath. Maybe blend this one as well??
TODO: Setup Death state and explosion for the ship
TODO: Game Over Menu Screen
TODO: Save/Load
TODO: Asteroid Rounds


- Changed the explosion on Spore Cannon to use the Alien Reveal particle, but smaller, however large enough so the player can see it impacting the ship
TODO: I was trying to setup the Particles to "Attach" to the hit location when impact occurs, but I can't seem to get them to stick. Maybe I'll try to spawn an actor so I can attach the Actor rather than a Particle Component from DefaultProjectile.

Wednesday, July 6, 2016

Development Update: 7/6/2016

Progress Update 7/6/2016:
- Setup new Main Thruster effects on the ship
-- Normal Thrust based on Applied Speed Output
-- Afterburner changes colour and scale a bit of thrust
Video here

Tuesday, July 5, 2016

Development Update: 7/5/2016

Progress Update 7/5/2016:
Didn't write this before, but will now
- Got finished with new Ship model

- Got new Crosshair setup for ship
- Fixed the DPI issues like listed above
- Found out about performance drop about new PIE and mouse spamming in that mode. This pushed me to register the owner of the ships and Alien weapons on Construct.


Sunday, July 3, 2016

Rant Post: 7/3/2016

RANT BEGIN
So WTF! This DPI unit scaling on Widget is really annoying
https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/ScalingUI/
I found that by default most 720p and 1080p res (and other rez) have DPI scaling that's different than 1!! WHY?? I guess this is to scale icons so they they aren't fucking ginormous on different resolution screens.
Basically I was running into the issue of the AimOffset and the Crosshair UI not lining up for awhile. I didn't really think much about this because I thought I was down rezzing from the original 1080p, but NOOOO, this actually has a DPI scale which meant that every rez that wasn't matched to DPI 1 scale that the CrossHair UI Offset was WRONG AND WEAPONS ALWAYS MISSED WHERE YOU WERE AIMING AT WHEN NOT AIMING AT 0,0!!! GAAAHHH!!!

Anyhow, with some debugging with the AimOffset Billboard and RayTracing from the weapons, I was able to figure this out and match them properly to the rez of the game again. Man, I hate these kinds of bugs that take forever but the solution is super simple.

Unfortunately, this means more time needed to fuck with the HUD sizes again.... Ah welll...
/END RANT

Thursday, June 30, 2016

Development Update: 6/30/2016

Progress Update 6/30/2016:
- Been working on GDD for the game and outlined Main story points
-- WIP Main Features and ship listing
- New ship model to put into game. Will put into Engine soon.

Wednesday, June 8, 2016

Development Update: 6/7-8/2016

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

Sunday, June 5, 2016

Development Update: 6/5/2016

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 decal and Crater Actor
TODO: Setup Logic to get size of asteroid and match that size for Crater
NOTE: I've setup the Asteroids to move with projectile movement. Not sure I wanna keep that and might remove it in hopes of finding a better solution to attracting things with gravity