December Update


Hello Internet!

Has it been another month already? Seems like the end of this year is moving so fast. Well the port is going good. I have 2/3 of the previous systems and mechanics ported to C++ and the Unreal Engine.  I have decided to make a few design and architecture changes to the code in order to fit Unreal and C++ paradigms; C++ does not fully support Enumerators like C#, and static singletons do not work the same way. I also implemented my first 3rd party asset to the Unreal side of the project. I purchased the Sci-Fi Barrier Toolkit by Satchel Quinn and the tool is working out great for creating the Shield effect I needed.

In the interest of full transparency I did not get as much done this month as I could have. As a gamer before I became a dev I still enjoy the original hobby. So I spent some of my free time this month playing some new launches that I was hyped for; World of Warcraft: Shadowlands and Cyberpunk 2077 to be specific. I also want to set expectations that next month will not likely be a large update due to prioritizing family over the holidays. I should be back to full swing for the February update. 

 Below are a couple screenshots from additions to the game. Most of this month was porting features that didn't really seem to exciting to capture a picture of but these couple did. The first image is the editor as I created the Material for the Shields (using Sci-Fi Barrier Toolkit). Second image is game testing once I was able to implement the Shield Generator and get it working as expected.

That is all for now. Thank You again (and as Always) to everyone out there that takes the time to check out these posts. Every time I see those numbers I get this giddy feeling inside, it really makes my day.  

Creating Shield Material

Creating Material for use on Shield (using Sci-Fi Barrier Toolkit)

Shield Generator and Shields

Success! Shield generator can be built in world and generates shields

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