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Seeing this ladder reminded me: are you working to make sure the first-person camera has realistic motions when the player moves around?
Detailed environments are one thing, but if the player character just glides through them, it will break all the immersion you worked so hard to create.
So when the player is climbing a ladder, program it so that the camera rises quickly and stops as the player grabs each rung. And make sure that the camera bobs each time it stops.
Really? Having played realMyst: Masterpiece Edition, I much preferred the gliding of Myst V. RMME sort of mapped your movements to the shape of the terrain, which resulted in jarring bumps as you walked over steps and other bumps in the ground.
You would think it would be more realistic, but it just gave me a headache. Gliding feels a lot nicer.
Looking up at the clouds, I’m reminded of the fact that you had spent a long time creating a cloud system when using Unity. Does that fall by the wayside when moving to Unreal, or are you able to port it over?
Well, I can’t answer for the team, but those clouds appear to be the standard clouds that come with UDK. Not bad clouds, by any means, but I just thought I’d point that out.
Actually, the team mentioned somewhere on the dev blog that the clouds were the one thing they couldn’t port over to UDK, and yes, the same post confirmed that they are using the default UDK clouds.
If this game is still in development when I’m out of college and have a decent job, I 100% plan to pay a monthly, sizable, donation. Please remind me when the time comes (2017). Keep up the good work!
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March 7th, 2014 at 10:51 am
Seeing this ladder reminded me: are you working to make sure the first-person camera has realistic motions when the player moves around?
Detailed environments are one thing, but if the player character just glides through them, it will break all the immersion you worked so hard to create.
So when the player is climbing a ladder, program it so that the camera rises quickly and stops as the player grabs each rung. And make sure that the camera bobs each time it stops.
March 7th, 2014 at 5:03 pm
Yes, this. I don’t want to experience gliding motion like in Myst V again. Footstep sounds would also be great!
March 21st, 2014 at 9:48 pm
Really? Having played realMyst: Masterpiece Edition, I much preferred the gliding of Myst V. RMME sort of mapped your movements to the shape of the terrain, which resulted in jarring bumps as you walked over steps and other bumps in the ground.
You would think it would be more realistic, but it just gave me a headache. Gliding feels a lot nicer.
March 21st, 2014 at 10:40 pm
No. Not like that. Like Mirror’s Edge.
March 7th, 2014 at 2:06 pm
Looking up at the clouds, I’m reminded of the fact that you had spent a long time creating a cloud system when using Unity. Does that fall by the wayside when moving to Unreal, or are you able to port it over?
Looks amazing, by the way!
March 7th, 2014 at 10:40 pm
Well, I can’t answer for the team, but those clouds appear to be the standard clouds that come with UDK. Not bad clouds, by any means, but I just thought I’d point that out.
March 9th, 2014 at 2:37 pm
Actually, the team mentioned somewhere on the dev blog that the clouds were the one thing they couldn’t port over to UDK, and yes, the same post confirmed that they are using the default UDK clouds.
March 9th, 2014 at 2:42 pm
While we are currently using the default UDK sky, this is only a temporary measure. We do not intend to ship the final game using the default UDK sky.
March 7th, 2014 at 5:47 pm
Awesome job guys, looking so good and so looking forward to this…
March 9th, 2014 at 5:25 am
Hi ! It’s very impresive work! thank you for your project! I can not wait to see more 🙂
March 31st, 2014 at 2:07 am
If this game is still in development when I’m out of college and have a decent job, I 100% plan to pay a monthly, sizable, donation. Please remind me when the time comes (2017). Keep up the good work!