[Updated] U#89: Durability Test Model and Placeholder Visual
2020-07-30A quick edit Progress made in the past week: Added dedicated meshes for durability test, extended platform control, etc. WIP Next update: 14th August 2020 ------------------------------------------------------------------------- Hi! DURABILITY TEST PLATFORM (WIP) GIF1: Durability Platform, New Test Model (Work in progress). Internal development preview. Test mecha now stays put GIF2: Old Model. This one is being deprecated. There were only 2 results: Pass or fail. In the new model, The results are in ranges (Better). Gif is from U82 GIF3: Gif is from U81. The development workflow is non-destructive. Past integration can be easily readded in the future depending on needs
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• New durability test model. The problem with the previous model is that the mecha need to move forward toward the test wall and eventually crash into it. Each mecha has different mass and speed -> different forces -> Test result corrupted with engine performance & other irrelevant factors. • 1 mecha can reach the wall in 1 second while others might need 100 seconds. It can get old quite fast. the new model has a static test time. • In the new model. Durability result is independent of mecha engine capability • Changed test name from to . It is assumed more helpful for a player in deciding which test to take • Work in progress, not yet in-game build ROAD TO 180 COMPONENTS (WIP) IMG1: Testing the component addition workflow. 3 new body components; notice the placeholder visual quality. The dimensions are correct; as every weight class and component type has different min and max dimensions. IMG2: The image on the left, vertex colors must be assigned manually in the 3d program. From this data, later on, information about dimension, material distribution, etc will be programmatically extracted, saving some development time. The image on the right: name can't be automated, thumbnail creation is semi-automated. Weight class, technology level, and manufacturer group are generated automatically from key name identification. • Added 3 new body components (Placeholder) • Simplified, for every new component addition, there are 3 different work area that needs to be completed • Visual (Mesh/Geometry, Custom Mesh Texture, Thumbnails, VertexColor, Animation, etc) • Data (Name, Manufacturer Group, WeightClass, TechnologyLevel, Stats, Attachment Slots, Component Sockets, etc) • MetaData (Base Volume, Material Volume, Material Distribution, etc) • Those specific work items are further distributed into automated, semi-automated, in progress to be automated and cannot be automated. • In the store page's early access detailed description. I am promising 180 components. We are now at 81 -> 45%. Most are still in placeholder quality with around 9 months until launch deadline • Need to progress faster! -> In the coming weeks, I am planning to ramp up component addition, with a side note that will be bare bones. (hence the placeholder statement) • It will be improved upon later after 180/180 has been added to the game. This workflow is meant to further eliminate slow points in the development OTHERS • Updated Unreal Engine to 4.25.3 Next Update: 7th August 2020 Thank you





