This update marks a fundamental shift in how the game works under the hood. There are a slew of improvements that increase performance, improve joystick & controller support, optimize HUD space, and future-proof the game. Besides a beefed up architecture, the HUD has been redesigned to improve the 3rd person experience and minimize on-screen clutter. I did a visual polish on all the environments to depict a harsher, brighter atmosphere. A new fixed turret-system is now present in several missions. I'm very happy with the visual style of this new asset and want it to carry over into a new, playable faction.
HUD
- Thinned out many reticles and gauges to reduce visual clutter & obstructions
- Rearranged gauges so that no gauge is obscured in 3rd person
- Implemented an animated leading crosshair to emphasize the location to aim at
- Added a flashing dot that is placed on the origin of the selected target
- Fixed the orientation of holograms displayed for the selected target
- Fixed an issue with target-reticles becoming gimbal-locked
Graphics
- Increased the brightness of star-light in all levels to better match a real space-environment
- Added a post-processing effect to over-expose highlights
- Optimized how skyboxes are drawn
- Fixed an issue with tracers being far too oversized at long distances
- Modeled and textured the new Phalanx turret-system
- Overhauled the "3D asset studio" accessible from the Graphics menu (assets are now only loaded one at a time and camera-controls are more intuitive)
Gameplay
- Replaced many static turrets with a new "Phalanx" turret that is mounted on a floating platform (older turrets were mounted on broken debris)
- Moved the 3rd person camera back significantly on all fighters to reduce the screen space taken by the player's ship
- Reduced the difficulty of some particularly hard levels
- Overhauled the objective-system to make level-scripting much more streamlined
Joysticks
- Overhauled the entire system that feeds joystick-input to the player's ship
- Mapping-presets are now read-only, while the "custom" mapping is always writable
- Replaced the "bypass" option with a "none" option in the mapping-dropdown
- Added a mapping for the Thrustermaster Airbus Sidestick
- Fixed an issue with some fields not being writable
- Offsets are now zero in most cases and multipliers are usually 1 or -1 (inverted)
IO
- Added a mouse-sensitivity slider to control the speed of the menu-cursor without affecting gameplay
- Wrote a new axis-input system to manage simultaneous input from multiple controllers (may have PTSD from this one)
- Eliminated a slight lag from all controllers (keyboard, mice, joysticks, gamepads)
- Rewrote/simplified internal timers responsible for mouse-movement and processing input in general (game should "feel" the same even at 500 fps!)
- Tested VR with the Oculus Rift S (rather glorious)
- Tested the Logitech F310 gamepad and the Thrustmaster Hotas X joystick
Core
- Upgraded to UE4.22 (still behind, but I can get it caught up to 4.27 quickly)
- Replaced many, many Blueprints with C++
- Faster overall load-times (both running the game and opening levels)
- Internal objects are now initialized in the correct order and destroyed when no longer needed
- Level-bounds can now be defined as any combination of spheres, boxes, and cylinders
- Added support for altering level-bounds as gameplay-conditions change
- Added support for prohibited zones within valid level-bounds (a restricted area)
UI
- Menus are now placed in front of the camera in a much more reliable & accurate way
- Improved accuracy of cursor-alignment with buttons & dropdowns
Changed files in this update