We Made A Spaceship Battlecruiser In Unreal Engine 5 - Space Game Devlog #16
ฝัง
- เผยแพร่เมื่อ 20 พ.ค. 2024
- Lots to catchup on this week. A massive new ship, new workflows, radar upgrades and more!
Join the discord server to follow along with the rest of the progress.
Discord Server: / discord
Watch the rest of the Devlogs here!
• Devlog
Game Collaborators:
Checkout John Logostini / @johnlogostini
Checkout Jonas Hagenvald jonashagenvald.artstation.com/
Checkout Panzerv1 / panzerv1_dev
Checkout Milkmans ArtStation ebrowning.artstation.com/
Checkout Booper boopermusic.bandcamp.com/
Checkout Uraih's TH-cam / @uriahgnu
Scralar on Discord
Timestamps:
00:00 - New Battlecruiser
02:15 - Blender To Unreal Ship Workflow
03:45 - New Collaborators & Lore On Discord
04:18 - New Spaceship Features
05:10 - Radar Overhaul
08:17 - New Data Asset Workflow
08:54 - New Map Design
09:40 - World Partition
10:10 - Upcoming Features
#unrealengine #unrealengine5 #unreal - เกม
man I wish we could all play in your alpha.
I've been casually following this project. This game is looking better and better every time I tune in. Can't wait for early access, or when it becomes public
Looks awesome!
Any chance that the 'Radar signature' will be orientation specific. The simple idea for this would be that instead of a circle, you have an irregular polygon. Depending on the orientation of a ship, it would not be detected when facing at a certain angle, much like stealth aircraft of today.
ive thought about this, it really comes down to how easy it is to communicate the function to the player and if it makes it more fun.
@@LevelCapGaming Setting it up with different modes could be neat. Like a circle but the radar is less powerful and less likely to detect ships. Or a forward-facing radar that is more powerful but you see less.
@@LevelCapGaming I don't think it would be that hard to understand. People can grasp the World Of Warships detection rings just fine. You can quite easily convey to the player the signature of their ship, or any ship in the database by having a topdown view with the circle displayed. The circle just has divits and rises in it. This clearly shpws the player that when viewed frpm one angle the detection range is shorter, whereas another angle that is larger, has a greater detection range.
Look up microphone diagrams. I can't remember the name but like Cardioid, Hyper Cardioid microphones etc. The diagrams show sensitivity from different angles.
ship looks sick!!
Its like a 3D version of Star Sector. Looking good.
So stoked for this! Love the concept of missle on missile batteries firing on each other. I think that is a more realistic concept them energy based weapons. Even mirrors modern naval combat.
NIce Man, cant wait to play this Game!
This will be incredible
Dang man, great work.
looking epic
AWESOME 07 i get homeworld vibes there lol
Can't wait to play this game!
Liking the stripes on the bow of the ship. Inspired by italian ships from ww2 perhaps? 😉
At least that's the vibe i got. Looks cool! 🙂
I have been waiting!!!!
Hype for the damage mechanics.
Coming along swimmingly lol
Data assets are so awesome, I'm using them for a weapons system in my game. There isn't enough tutorials on them unfortunately.
huh, I have almost the same approach in my game on ship customization settings to setup all turrets and other stuff
You guys doing all the programming in blueprints or c++? I've recently started messing around in ue5 primarily with scripting, so I think this is pretty cool. Especially since I come from a game called Star Sonata 2, so i find space games like this very intriguing.
Hmmm. Angels Fall First 2(nd Antarean War)?
will it matter where engines are placed on the ship on what direction the force goes, for instance if you have asymmetrical engines favouring the left(maybe because your right forward engines got disabled/destroyed) will your ship start turning to the right? or does a forward engine always push the entire ship forward no matter its placement compared to the centre of mass of the ship? something I would understand as its complicated and quite limiting to do it the "realistic" way, though im interested to hear if youre going to that level of detail there
we might code that in. its not currently. But in the meantime all ship will be designed with center of mass aligned engines, which they would be IRL for redundancy. So it at least wont look too weird, as any remaining engines should be aligned with the ships body.
Would be cool if you could retract some weapons systems to increase stealth, and power down completely like in MechWarrior
cargo convoy
Now I just want the MRCN Donnager
Is the combat demo going to be able to be played by the community? Would be epic
Main gun is a spinal rail gun?
Can't have a space combat game without ye olde Cattle Bruiser.
Is this game gonna be like Delta V Rings of Saturn?
hi can you release the turuail for it'
What are the chances we see this on Xbox?
Hi what is the name of the game
It'd be cool if disabled engines impacted more than just speed/power but the Newtonian physics too. Like if the thrusters on one side of the ship are destroyed, you can't use them to maneuver. In that direction.
A comment for the algo!
Dont know why, but it feels so forbidden to see the Unreal engine tools in action!
How can someone become a alpha tester
Hey! Very interesting vid, I love seeing new projects being made, especially the Sci-Fi ones. If you're interested I could spare some time to QA this.
You can let me know via an email adress I can provide ;) Good luck with the development!
Was this in any way inspired by my game Space Battlercruiser? store.steampowered.com/app/673740/Space_Battlecruiser/
I never do this but I have to... FIRST!
noice
Charlie's been noodling 😂