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On the latest Nightshift Galaxy weekly dev stream I demonstrated the specialized level editting tool I’m building inside the Unreal Level Editor that I’m calling Scaffold.
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As I transition from developing systems to developing content, a larger ratio of my programming time is devoted to AI programming.
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Unreal Engine applies the aspect ratio of the viewport to a fixed Horizontal Field of View.
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I can’t believe how long it’s been since I wrote for the blog!
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Hey everyone, sorry for the posting delay, but I’ve been focussed on my game for the last two months, and now I have a demo build, which I made for Glitch City LA x GUMBO NYC!
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In Part 1 we took care of the preliminaries, setting up our assets, and getting a base layer root and hip motion going on which to start grooving.
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This is the first article in a series on implementing procedural locomotion.
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This is my second article on procedural animation.
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Procedural animation is a priority on Tiny Starpilot.
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I’ve begun consolidating my various demos and prototypes into a single Unreal Engine project.
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I’ve planned for three playable pilots since my earliest prototype.
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I designed and prototyped the missile attack!
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I’m adding an Itano-style Missile Circus Attack right now, so let’s talk about the principles of a high-performance bullet-hell system.
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Let’s take an art-dive into the inspiration and iterations on Tiny Starpilot’s transforming player jet/robot.
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Experience has made me opinionated about implementing 3rd person cameras.
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I juggle a dozen little side-projects which I dust off from time to time.