Posts Tagged: movement

Devlog #10 – Unreal Engine

I dropped the b in Devblog, that’s what I have to say this time… no, just kidding. Just did that promised video with spaceship movement and firing, it’s probably very boring, no sound, but it’s my first serious incursion into the unreal blueprint black magic. The video shows in detail what is done, except pawn possession

This was fun to do, because difficulty was just around the curve. It got a bit frustrating when dealing with the multiple turret aiming, but I finally managed to get it right after learning that I had to convert the direction coordinates to local space with the InverseTransformDirection node.

Anyway, this little incursion happened because I feel a bit stuck in the main ship design and story design. The story is complete, but it doesn’t pack the punch I want. It doesn’t convey the wisdom, or the themes of humans as one organism and human cooperation I want to pass to the player. At the moment, things happen, there’s certainly wonder and incredible events never seen before, but they would translate best to a linear game, and not a game where the player feels he’s in control of his own story. In short, I want the player to feel that stuff happens to him, and that he influences the events, completely immerse him in the game.

In concept art I need to go back to ship design, maybe if I start with every other ship and then go back to the player’s ship, I’ll have some ideas then. But first of all, I have an idea for another character, Zeus to be precise, and I intend to do that first.