Archived Updates

3.3.22

VERY EARLY AI Exo Swapping gameplay test



2.28.22

Heavy Exoskeleton Walk Cycle Pass #1


First HEAVY Exoskeleton almost ready to bring into Unreal Engine 5. Will be slower but fun and weighty! 8 Slots which I will show off in a bit.

2.24.22

Playable Octoped Exoskeleton - Initial Animation Test



2.23.22

Core AI Bot "plugBot" Animation Pass Tour



2.22.22

Core AI Exoskeleton Pass 1


This little guy is one of the core AI exos. You can plug yourself into any other larger exoskeleton (or other things) and take off...or destroy something.

2.21.22

WIP modeling nabs for heavy exoskeleton chassis


First look at the heavy exoskeleton chassis detailing.

2.19.22

Subsurface Resource Scanning / WayPoint Surfacing Pass #1


First look at the sub surface scanning and waypoint surfacing to let the player know where to pop their miner!

2.17.22

Cooldown and Charge Fire Meters Progress Update #2


2.14.22

Pass 1 - Charge/Fire & Cooldown Systems Side by Side

"Bullets"...such a human concept. An AI wouldn't dare waste its time!

Its functional for now but bugs and whatnot to work out! I do like having to charge up from equip though rather than being full. Pre-charge storage upgrades perhaps?

2.11.22

Reworked Rocket Launcher Physics & FX


2.10.22

Scalable surface hit effects are in plus new Bot Sounds

Finally! Scalable surface hit effects are in. e.g. Various Metal Surfaces, Ground, all have different fx/sfx... Also...new bot sounds in an attempt to not have annoying sound design. It's harder than it sounds. Pun intended.

2.10.22

Scalable surface hit effects are in plus new Bot Sounds

Finally! Scalable surface hit effects are in. e.g. Various Metal Surfaces, Ground, all have different fx/sfx... Also...new bot sounds in an attempt to not have annoying sound design. It's harder than it sounds. Pun intended.

2.9.22

First look at the heavy chassis rear spinal cord region

Unbelievably happy with how this is turning out so far in its conversion to 3D.

2.7.22

Radial Falloff Damage Display for Multiple Targets

Figured out the maths for radial falloff damage for multiple targets AND have it display independently for each target in the blast range.

2.6.22

trainingBot Death Animation Test (no sfx)


2.5.22

First AI script with unified health and damage system


2.4.22

Health Bar / Locational Damage Numbers / Debris Test


2.3.22

Using Blender's Simple Deform to make Cheap Mesh Particle Debris


1.31.22

trainingBot Animation Tour

Basic animation tour for the first bot chasis you will encounter, the trainingBot!


1.30.22

Design progression for "spinnerBot" enemy model.

As of yet rigged - working out small lateral movement issue.


1.30.22

#ScreenShotSaturday

Very early peek at single single player concept art!


1.27.22

Very EARLY WORK IN PROGRESS - New Loadout Screen

Very early peek at where we are headed with the new loadout screen.


1.25.22

First pass at Shield Deflections for Rockets

Damage range testing with health bar integration. Also a first pass at shield deflections.


1.25.22

First pass at Shield Deflections for Rockets

Damage range testing with health bar integration. Also a first pass at shield deflections.


1.24.22

Radial Falloff Damage Testing

Stats are in place, however for testing - damage radius is locked at 30m.


1.23.22

Stats Refactoring - Now Tied to Resource Qualities

Reminder NO stat is static. Refactoring update: Stats now ties to resource stats. DPS, Fire Rate & Accuracy conversions are much tighter now.


1.20.22

Cinematic closeup 4k texture test (WIP)

Getting sidetracked with cinematic testing in UE5 during a 4k texture test render.


1.18.22

Landscape Design Peek

What does a landscape with synthetic life running rampant and no human influence for hundreds of years look like? We're starting to conceptualize...


1.13.22

Long Rang Ballistic/Artillery test

Long Rang Ballistic/Artillery test. Delay fire front-mounted Rocket Launcher and the Orbital Support Strike.


1.12.22

Updated Tank Chassis

Latest sketches of the Tank Chassis. 2x arm slot on each arm, 4x center mass, along with back slots for defense. A ton of flexibility for load-out variation but you probably won't be getting this behemoth off the ground.

..or can you?!


1.11.22

Orbital Strike #Test 4


Improved sfx, decals, collisions...and Chaos Destruction.


1.9.22

Introducing updated streamlined chassis! Sleek and more agile!

Working with johnnyscribbes on latest design for the next playable chassis we are introducing. 7 total attachment slots with retractable #hoverjets on sides.

Legs now have 2 joints allowing full IK range motion, something our test chassis was sorely lacking!

1.8.22

Teleportation vis Nano Breakdown / Reconstruction Test #2


1.7.22

HUD In/Out Range Testing


1.5.22

Prototype - Orbital Strike Attachment Initial Test #3

1.3.22

Shield Preview

Prototyping some shield attachment designs. Making sure they work well at night. Backdrops just for fun...for the moment.


1.1.22

Resource Preview

Quick preview of sub-classes which will be used as a foundation to create our "real" crafting system. Everything unique...all the time.

12.22.21

Lumen Light Testing


Lumen Light Testing


Lumen Light Testing


12.19.21

Coming out of the gate running

Launched devlog for indie game project I'm working on in UE5. Part Eve Online, part SWG, part OMF2097.

12.30.21

Fun with Lumen!

Having some fun playing around with Lumen now that a good chunk of the project is ported to UE5. Global Illumination Ftw!