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Rifle Weapon Type

1/22/2023

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  • Added the Rifle weapon type.
  • Possibility for a Sniper Scope.  Has zooming functionality as one would expect.
  • Rifle specific weapon models added.
  • Pistols can have a charging shot feature.
  • Pistols can have an aiming feature that increases accuracy.
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Weapons

1/16/2023

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  • Fixed up the pistol mesh parts and added sockets to them. The randomized weapon parts system works.
  • Added some more pistol weapon meshes.
  • Changed to hiding the weapon meshes when you switch to fists (instead of setting them to none).  There is a reason for this, but I forget what it is now :/
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More Weapon Functionality

1/14/2023

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  • Added projectile spread.
  • Slightly refactored weapon switching to remove delays.
  • Can't weapon switch to the same weapon now.
  • Added muzzle flashes. Color carries over from weapon color.
  • Made a button to regenerate random guns for testing.
  • Organized the player blueprint as it was getting large.
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Weapon Functionality

1/13/2023

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  • Passed the projectile color through to the hit explosion.
  • Added spark particles, did the same color pass-through.
  • Added recoil movement to the weapons.
  • Added weapon lower and raise movements for switching weapons. A bit temporary until I change the models.
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Weapon / item pickups, plus old art and code.

1/12/2023

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I migrated my old Unreal 4.2 prototype over.  There are a lot of good assets in here to start incorporating. 
  • Moved the generated weapons over to the game instance so that they are still there between levels.
  • Added weapon pickups generation to the city level.
  • Added a projectile hit effect (explosion / particle system).  Doesn't seem to trigger on the space station objects for some reason, but works on other objects. Strange bug.
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More Cheat Codes and Projectiles.

1/11/2023

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  • Added a God Mode Cheat code.
  • Added an All Weapons, Ammo, and Items Cheat code.
Testing is getting easier!
  • Fixed an issue with the projectiles not going the correct speed. Adjusted generated values to make them faster, since you could outrun them.
  • Projectiles make use of the color value now, both in the material, and on a dynamic light.
  • Weapon pickups no longer get picked up if you have full ammo.
  • Added weapon selection keys.
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Ammo and Health

1/10/2023

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  • Added Health and Shields variables to the player
  • Added Ammo , Health and Shields to the HUD
  • Added damage to the projectiles, and the first damage type: Energy.  Energy damage depletes shields before taking away health.
  • Added Death and Respawn. Made some placeholder death effects to work with later.  Dying puts the player in ragdoll with a third person camera.  Press the "Use" key to respawn.
All of it works in multiplayer.
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Replicated Projectiles and Cheat Code System

1/9/2023

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Made sure Projectiles are replicated. Messed around trying to use the player position for projectile orientation on the client, but pitch did not work.  Ended up sending the rotation vie RPC.

Was really annoying running out of ammo while testing, so I implemented a cheat code system.  First cheat code, give max ammo!  Now I can implement any cheat code going forward easily.

​Also, worked on the algorithm that determines how much ammo a weapon uses.  Based it on how much ammo it can hold and how much damage it can do.


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Big Info Dump

1/8/2023

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Membrane has changed direction a while back and I decided to start documenting the progress here.  I will likely change the name as well at some point.

It's being made in Unreal Engine now.

I am leaning heavily into procedural generation with procedural levels, weapons, etc.
There is a procedural Universe with space travel in procedural space ships.

Game is still being built around multiplayer drop in/out co-op.

I'm mostly sticking with programmer art for now until all the main systems and gameplay loop is in place.

However, I got sick of looking at some of the uglier planets, so recently upgraded all the planet textures.  Now they look great.

Added City Planets to go with the "City Level."
Added a "Canyon Level."
Now that there are two Level Types, You can fly between planets.  There is the working  proof of concept!

Recently added Replication where necessary.  Multiplayer works.

Since the universe and levels are based on a Seed number, every time I implement a major feature, the whole game tends to change around.  It's pretty weird, but also kind of cool.
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