Glad you guys like it. **Update coming very soon.
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It will include:
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the “Fake” Landscape Editor with (at least) Sculpt, Flatten, Smooth and a simple AutoAlignedMaterial. Because of limitations of the ProceduralMeshComponent I can’t make multiple Sections without erasing others with a higher Index. This limits the size of the Landscape to 64x64 Vertices. Everything bigger has too much of a performance impact. If I can go around this problem with multiple ProceduralMeshes instead of sections I might be able to make a decent sized Landscape.
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No modular Vehicles yet. I still ain’t motivated to deal with Constraints. But there is the Test Vehicle inside the Level BP.
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A ridiculously stupid Character out of Static Meshes that works with Rotation Interp instead of Animations. It looks like the lost Child of Minecraft Steve and his Lego Wife :>
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There will (probably) be a Gridfree Placing Mode. I see it like this: You can press a Button to toggle the GridMode, Place a Construct however you wish. With another Button you can mark It. Then everything will be placed relative to the Marked
Construct. -
Ressource Gathering with a simple Inventory. I’m actually not sure if it’s already there in the current Version.
planned things I have in mind
- pdf documentation (?)
- basic AI
- Some sort of Combat and Level System. Rpg Style
- An editatable Planet Sphere out of Procedural Mesh with Custom Gravity and randomized height .
- Improved Destruction
- I have a special interest in a specific Multiplayer functionality. The idea is to be able to teleport to a Multiplayer Level, store its Vertices and the Transform of Constructs in a MySql Database and load/upload it automatically in a yet undefined interval with the VaRest Plugin. You would be able to see what others build in semi realtime.
Let me know what you think (especially Multiplayer Part) and if there is something else you would like in this Project :>
I’m making this for fun, sooo I’m open for ideas and directions.