View all by tsny
tsny
Follow tsny
Follow
Following tsny
Following
Add To Collection
Collection
Community
Devlog
Project Lonestar
←
Return to Project Lonestar
Devlog
Screen Shot Sunday - Atmosphere
September 15, 2019
by
tsny
1
Looking a bit more like a game all the time. Having more and more little things in the universe definitely helps make the system you're in feel alive. Games like Fallout/Skyrim have things everywhere...
Continue reading
September Update
September 09, 2019
by
tsny
1
Changelog Known Issues Drifting is broken Features Colliders on asteroid fields removed until they can be automatically enabled based on player distance You can now rotate the camera in a free-look fa...
Continue reading
Lonestar - Damage Effects
March 05, 2019
by
tsny
Small thing but kinda cool. Health got a pass over and I made the values into properties in order to allow for better event handling and such. Because of this there were some performance improvements...
Continue reading
Lonestar - Rolling Text
February 27, 2019
by
tsny
1
#mini
Cool little thing I worked on for a bit today. Rolling text is pretty easy in Unity via a static coroutine but the process is slightly custom because you have to add "\n" to a line as one addition ra...
Continue reading
Unity - Camera Fade
February 19, 2019
by
tsny
Something small I've been working on this week has been camera fade. I've seen Brackey's tutorial but I really don't like the amount of work that started to become apparent when I thought about incorp...
Continue reading
Weekly Update Changes
February 14, 2019
by
tsny
1
#update, #random
Back to basics. It has been a little over 2 weeks since I posted the last weekly update and that's because I've changed the way I'm scheduling them. As a solo dev without skill in art, I don't have an...
Continue reading
Working As Intended
January 24, 2019
by
tsny
1
#ssd, #funny, #bug, #feature
Funny little bug I encountered today. I'm working on the ability to swap ships at any time and it's working pretty well. So well in fact that anything with a mesh seems to work. This is something I ha...
Continue reading
Rarity and Loot Drops
January 21, 2019
by
tsny
Here's the first pass at creating a loot/item system. This system is kinda nice because loot is a single prefab and the rarity colors can be changed on the fly at spawn time...
Continue reading
Weekly Update 3 - AI, Fighting, Exploration
January 20, 2019
by
tsny
This week really flew by! I'm quite proud of the AI advances but they will definitely continue to improve because they're really not something you can fight against. This is for a couple reasons but e...
Continue reading
SSD: Pawns and Controllers
January 14, 2019
by
tsny
1
#ssd
Something I like about the way Unreal is set up by default are the game-centric classes that they kind of force on you. Two major ones are pawns and controllers. I've kind of implemented a hackish wa...
Continue reading
Weekly Update 02 - Less Small-ish
January 13, 2019
by
tsny
#weekly update
So here's the thing: AI is hard. Well... kinda. This week was focused on it and planning/designing in general. I need to get down an agile schedule (or just some kind of schedule at all) so that I hav...
Continue reading
SSD: Sidestep and Blinking
January 12, 2019
by
tsny
#ssd
AI is in a decent state for a good weeks work and I'm ready to put up a build with some AI you can go watch fight or spawn yourself. Today I wanted to mess a bit with movement. FL was pretty barebones...
Continue reading
SSD: Flight of the Valkyries
January 10, 2019
by
tsny
#ssd
I missed yesterday! Woops! I'll post two today, maybe that'll be an improvement. AI is doin' alright and I've started to work on spawning enemies based on triggers. The general setup is a script that...
Continue reading
SSD: State, Decisions, Transitions
January 08, 2019
by
tsny
#ssd
AI is coming along decently but is a bit more complicated than I anticipated. A ship has a lot of decisions to make during its states and the controller needs to remember what it was doing before it g...
Continue reading
Changelog: Quick Update
January 08, 2019
by
tsny
Pushing a quick new version today. Scanner/Indicators disabled for the time being but switching from debug scene to main menu works again as well as the 'restart' command that restarts the current sce...
Continue reading
Weekly Update 01 - Small-ish
January 07, 2019
by
tsny
1
Hey guys, I missed the Sunday post but I was able to make it today. More planning will go into these videos but this was just to get it out with the 2 stable builds for Mac/Windows. There are a coup...
Continue reading
SSD: Nebulae
January 05, 2019
by
tsny
#ssd
Nebulae are something that really made FL feel more alive. Without them, the whole game might have just been empty space with asteroid fields and trade lanes. The tech shown was made by Why485 , who...
Continue reading
SSD: Combat
January 04, 2019
by
tsny
#ssd
I fixed some bugs that I had left sitting around and bandaid-ed the UI so that I could get some rudimentary combat working. The explosion effect doesn't look terrible and the code isn't horrible. Now...
Continue reading
SSD: AI
January 03, 2019
by
tsny
#ssd
I've worked on a couple different things this week but I am taking a note from Garry Newman and want to begin focussing on gameplay for the time being. I would, ideally, like to have something out the...
Continue reading
SSD: Projectiles
January 02, 2019
by
tsny
1
#ssd
I've been working to simplify the concept of projectiles in PL. At the moment, the hardpoint passes some stats to the projectile and is really just a carrier for those stats and sends them to anything...
Continue reading
SSD: Post Processing
January 01, 2019
by
tsny
1
#ssd
This is my first time with post processing! ... I didn't really add much, there is now some motion blur in the test scene which may or may not remain in the future. I think it looks pretty good and i...
Continue reading
Sunday Release: 0.0.89
December 30, 2018
by
tsny
Tentative plan: Daily screenshots and builds on Sundays. Mac-builds take a little while but will probably come out at the same times. Known bugs: Health being reworked, ships don't take damage Resolu...
Continue reading
SSD: Modern Weapons Panel
December 30, 2018
by
tsny
#ssd
So I'm trying out a daily screenshot post. (SSD: Screen Shot Daily) Today I'm working on how the UI will shape up. The weapons panel from FL was a little dated and didn't do much while taking up a dec...
Continue reading
Refactored
September 19, 2018
by
tsny
I've been watching a lot of Unite talks recently and realized that my game was really bogged down by singletons and hard-coded systems, so I spent parts of the last week rewriting things to be more co...
Continue reading
Minor update 9/9/18
September 10, 2018
by
tsny
Some minor improvements this time! Placeholder ambient background audio Engine effects Cruise engine effects! Quit and restart debug commands Refactoring and speed improvements Should be less stutteri...
Continue reading
Back At It!
September 06, 2018
by
tsny
I've gotten on track with some development. I've recently graduated and gotten a job and have gotten back around to game dev! I've restructured the project a lot. Flycams spawn when unpossessing a sh...
Continue reading
0.0.2
April 19, 2018
by
tsny
Development Player Controller Just like Unreal, player controllers are now separate objects from the pawns that they control. They are singleton-esque. For now, in single player, there's only one in t...
Continue reading
0.0.1
April 17, 2018
by
tsny
Asteroid Field Improved overall Works (lol) Can now decide the scale of the asteroid from the inspector Clearing and generating the field are separate and can be done independently Option to hide the...
Continue reading