- Category: Unrealengine
Got all the UE basic structure, pawn, controller, posession, level, gamemode etc. sorted out now. Boids behaving well with blueprints, Unreal Motion Graphics UI hooked up, now I can get back to writing gameplay code!
Here's the level graph, pretty straightforward. Looking to getting this optimised and packaged for people to use.
- Category: Site
Article output is a little stalled at the moment as I've hit a slight learning obstacle with the UnrealEngine code. I've got a pretty nice boids implementation in place and it's now all hooked up so it can be used with BluePrints, but when it came to hooking up the UMG UI components I discovered my knowledge of the UnrealEngine basics was severely lacking. As such I've been hurriedly learning my way through the core GameMode/Scene/PlayerController/Pawn/Actor framework to replace the default objects that UE provides for you in an empty project. This involves a basic RTS camera and a few other bits and pieces, nearly done now.
Once I've finished this (in the next few days) I just have one core feature (terrain avoidance) to implement then I'll probably call it a version 0.1 and make a separate page as it's pretty clean usable code now.
In the meantime, I've been having some fun on some internal beta testing, seeing some ice hockey...and this week, being bloody cold!
- Category: Site
Well January has started off very productive, I'm managing to cram in 90 minutes of coding before work and a few hours after most days, as well as flip-flopping between two different mini-projects at work! Busy times...here's the rundown.
- Knocked out my 2015 review and 2016 preview articles (writing is still horrible, but I'm forcing myself to publish, practice making perfect and all that).
- Got Twitch all sorted out on the new desktop, I can now crunch through UE4 compiles while streaming no problems, yay!
- Refactored the Boids code and marked it up so it can be used easily in Macros
- Started picking up some Unreal Motion Graphics (UI) so I can hook it into the boidyness.
Plans for next week :
- Finish the UMG basics, hooking up to display boid parameters and stats.
- Figure out how to specify the mesh and material for the boids in Blueprints.
- Add remove boid code and basic raycast to enable a simple shoot->kill mechanic. Maybe add effect.
- Optimisations - reduce frequency of calculations, separate interaction range detection from main algo execution
- Tidy/jazz up my Twitch page and start streaming regularly.
As usual all my code is pushed straight to github, no guarantee it's in a working state until I branch it and write an article though :)
I've been using Trello for quite a while now for a number of things, so I've made a board for tracking stuff I'm doing re: this site and made it public, the link is below, hopefully I can plug it into Joomla nicely at some point.
- Category: Site
To bring in the new year, here's a little rundown of the games, tech, personal, and professional events happening in 2016!
Easily the top of my list of most anticipated games this year, poised to fill the void left by Destiny's flagging appeal. Co-operative open-world TPS with high stakes PvP areas? Sign me up...
If the timelines are met, then this year will see the single-player incarnation of Chris Roberts' much-hyped and much-funded return to the space combat genre. Personally I'm pessimistic about the release date, but welcome any progress towards getting my mitts on the Constellation I backed the project with way back when.
A game I've hardly touched for the last few weeks, but the inevitable release of new co-op content for Bungie's console FPS will no doubt get me back in Guardian mode.
The teaser was released just before Christmas, although revealing little about the game apart from the fact it's a ground-based RTS prequel to the Homeworld games, with an uncanny resemblance to Ground Control. I'll be waiting to see more info on this one in January.
No doubt delayed to be a launch title for Sony's Morpheus VR platform, this has been on my radar since it's reveal. An beautiful, universe-sized exploration game that I can play from the comfort of the sofa, this is on my must-buy list.
In addition to the programming articles, I'm going to make a concerted effort to stream more. I've enjoyed the few times I've streamed while programming, it seems to focus the mind rather than distract as I had feared beforehand, and it's good to have people interested to chat to and help out.
You can find my Twitch channel here.
Nearly two years in Germany now, and my Deutsch is still only at about A2 level, this needs to change, and will be this year. I've already cut out most English language TV at home and will be arranging another course to get my spoken skills up to scratch.
That's about it! I'm going to be producing a minimum of an article a week, preferably more, though I can't guarantee they're all going to be meaty technical articles.