Hi! IMG1: Every mecha can now be configured and controlled; previously only test-mecha can be controlled while only platform-mecha can be configured
Updates:
This is another progress update. There is an unexpected issue with DirectX compatibility which prevented a stable build. All improvements below will be included in the next build (not yet available in the current game)
Mecha
Implemented new interaction collision system with new visual for Platform and Mecha control
Implemented new cinematic camera component system when configuring a mecha
Implemented mecha duality control system; different input between config vs control mode
Improved several intercommunication systems (Mecha-Component-Attachment, Platform-Prototype-Factory, etc)
Improved collision and physics setting of mecha when entering/exiting control/config mode
Improved initial camera centering position
Offloading locomotion simulation data update to dedicated MovementManager class
Selection visual status is now correct and more lightweight
Fixed unable to unpossess mecha if far away from the main avatar
Fixed mecha body and capsule collision not reverting to the default normal after deactivating mecha simulation
Fixed body cant be selected in config mode after previously in control mode
Fixed dependency mecha needing a valid platform to be configured
Fixed locomotion wheel detaching during possession
Fixed selection visual still showing when entering different phase other than prototyping
IMG2: Material/ color changes can now be applied differently from component to component
Component
Improved component initialization and data synchronization
Implemented mechaless component concept; useful in internal isolated dev testing/ future improvements
Fixed sometimes custom material data not saved correctly
Fixed a component can be selected while rotating the view camera with RMB
Attachment
Fixed attachment removal sometimes not working correctly
Fixed attachment addition sometimes updating the wrong slot UI
Widgets/UI
Improved internal widget management system; now not caching unnecessary widgets (~8 times as few in extreme case)
Newsticker now handles time-sensitive calls more efficiently
Nativitized several blueprints widgets
Various other minor and major improvements (notification logic, material config, production panel, clock, etc)
reenabled active prototype sorting in the market overview
Transaction history now showing content without delay
Fixed material selection not showing the correct initial selection
Fixed unlock cost was processed as income
Fixed research tree item not updating the unlockable status after unlocking an item
Fixed part comparison edge case crash when hovering on remove button in an uninstalled component on part selection
General
Updated Save version to v0.38
Updated to Unreal Engine 4.23.1
Improved mechs-time stability, will now load correctly every time. Previously dependent subobjects (FactoryPlayer, Resource, PlayerController, etc) will now also init correctly
Improved initial main avatar load location
Improved performance by using more light-weight delegates (Multicast->Event/Delegate)version in several implementations
Creation of several dozen test level and objects to aid in isolated testings
Refactored several modules, several header optimization/settings, cleanup several dozen Core Redirects
Implemented various logging category and verbosity level and configuration to aid in faster debugging
Implementation of several static functions to help runtime input action bindings management
Fixed game initialization logic
Fixed crash during load in
Fixed main avatar collision sometimes unable to walk over a small gap
Fixed player resource widget not updating correctly during game load
Next update: 1st November 2019
Thank you
Update #66
Update Edit 3 (25th October 2019): Newest build still requires additional time and thus delayed by another 2 days. Thank you for understanding Next update: 27th October 2019 ------------------------------------------------------------------ Update Edit 2 (20th October 2019): Build update is further delayed; there are still stability issues that need to be resolved. Sorry for the inconvenience. Next update: 25th October 2019 ------------------------------------------------------------------ Update Edit (18th October 2019): Update #67 is delayed by 2 days (20th October 2019) This additional time enables several other improvements to be included in the build update ------------------------------------------------------------------
Hi! IMG1: Example of automated testing for randomized mecha configuration. Previously this was done manually, 1 mecha at a time. The same concept is now being implemented to test locomotion and engine stats
This is another progress update. The current build is not yet stable for the public.
As briefly analyzed in Update #62, it keeps getting longer to deploy a stable public build. Additional improvements have been made in the past week to further remedy this.
Workflow improvements:
Leveraging automated test framework(unit test, functional test) ->These time-consuming tasks were previously done manually and took a significant amount of time each week. Several initial tests have been written to automate this process and new ones will be written as necessary.
Modularization ->Divided monolithic main module into different submodules (Worker, Mecha, Market etc) to better enforce encapsulation and reduce dependencies. ->Theoretically will result in lower bug numbers and/or in events that there are bugs, those will be in isolated cases which make it relatively easier/faster to fix
Project files housekeeping ->Cleaned up outdated project assets/references. Total asset size reduction from 6.1GB to 3.4GB (development size not game size)
Implemented editor scripting ->Several low-level repeating tasks have been automated; i.e: checking data table values etc
Updates:
Fixed TestMecha spawning without locomotion
Improved various worker-related UI, ready for visual update in the future
Various minor improvements to build configs
Currently working on updating mecha customization UI to enable test mecha configuration in locomotion room.
Next update: 18th October 2019
Thank you
Update #65
Hi! IMG1: Updated leg locomotions. Visualized are the planar movement test (forward, right, diagonal, etc).Still work in progress ( i.e: twitchy animation on bottom right mecha, some feet placement precision, etc)
Progress Updates:
All improvements listed will be included in next week's build update (no new public build this week).
Locomotion
Updated 9 leg-locomotions (non-wheel)
With this; all locomotion now controllable.
Inverse Kinematic for leg locomotions are partially implemented
Planar movements are correct
This is the counterpart of wheel-locomotion updated in U#59
Others
Fixed resource transaction history display bugs
Focus in physics module still in mecha engine modelling
IMG2: Current locomotion selection
Next Update: 11th October 2019
Thank you
Update #64
Hello! IMG1: Improvements made was mostly abstract/ in data/code-form. Visualized above are the tools/editors used
Updates:
Further Mecha Data structures optimizations. Core data management revisited and improved; reduction of redundancies across multiple contexts. After ~ 3 years of development, there are a lot of "outdated" areas/calculations (technical debt) that can be improved upon. The principle remains the same; to avoid premature optimization; only improve those that are necessary.
Removal of 6 deprecated locomotions from the game (of type propeller and rocket; mentioned in U#58)
Implemented a better tool to calculate a component weight. This will result in a more accurate and faster mass estimation; which currently is used in mecha engine physics modeling. (~77 component mass were updated)
Numerous other minor improvements; all improvements made in this week are in support of physics module completion.
Progress currently in [1] continuation of core data optimization and [2] Engine simulation
This is a progress update; the next build update is targeted next week.
Next update: 4th October 2019
Thank you
Update #63
Hi, GIF1: Streamlined view of component research. No longer being filtered by manufacturer. now showing up to 27 research items per view
Updates:
Updated Save version to v.36
General stability improvements, various refactorings, code cleanups across multiple modules (research screen, sale visual, production setting, competitor, unit test data generator, etc )
These are several smaller improvements mentioned in previous update. Physics still work in progress in another branch
Next Update: 27th September 2019 Thank you
Update #62
Hi, GIF1: New widget while controlling a mecha; showing installed components and its summary
A performance review of the past several weeks has been conducted internally. Progress is relatively slow compared to the other weeks. Mainly caused by the topic itself (Physics Simulation) which is relatively complex and requires a lot of additional data to be set up and tested. This one big topic "blocks" the progress of other smaller features. To remedy this; going forward the physics development takes place on a new git-branch. This will reduce the risk of potential downtime when something breaks. A minimum set of time will now also be dedicated each week to those smaller features to make sure everything is done in the budgeted time frame
GIF2: Additional indicator in simulation info widget. now showing velocity and acceleration. Power and fuel consumption are yet to be implemented. Work In Progress. Engine data and mass data still the same across different configurations
Updates:
Simulation [WIP]
Initial works in custom mecha engine data in new git branch
Added several new UI while controlling a mecha
Installed components
Summary overview
Simulation data
Velocity
Acceleration
Power
Fuel Consumption
These widgets will be tweaked further. I.e: visual will be improved; functionality is being actively worked on.
Various refactorings/code improvements; mainly in research widget module and speed/weight unit converter/formatter
Updated save version to v.35
Next update: 20th September 2019 Thank you
Update #60
Hello!
GIF1: What went wrong
Progress was relatively slow for the past few weeks; primarily caused by an "unwanted result" visualized above. In short; issue with physics/collision. a mecha with 2 wheels was slowly sinking through the ground, another mecha with 6 wheels was thrown around erratically. mecha with 4 wheels? as cool as a cucumber,
GIF2: What went right (finally)
GIF2 shows the expected end result. Just a simple mecha that can change its locomotion in runtime with normal behavior.
This is a necessary step to ensure future stable build; with automated stress testing, etc.
This is another progress update. A new build is targeted next week
Next update: 6th September 2019
Thank you
Update #059
Hello!
IMG1: All currently implemented wheel locomotion (4-wheels, 6-wheels, 2-wheels-bike,2-wheels-side). The last 2 with 2 wheels have some (unintended) stability issue
Progress update:
(not a build update; progress listed below not yet available to player)
Wheel placeholder deprecation
Out of 4 component types (Locomotion, body, arm and head); locomotion is the most complex one. As mentioned in the previous update; there are currently 2 types of locomotion: wheel and leg. Furthermore, each of those has more specializations of subtypes. In this week all of the wheel locomotion-subtypes logic is implemented.
Progress priority
Some of the more advanced implementations of wheel locomotion are postponed until other more urgent module are completed. i.e: suspension simulation will be revisited later
Build update vs progress update
New build update is on hold until after implementation of test-platforms mentioned in U58 is done. Completion estimation is under 4 weeks. Progress will still be announced weekly.
Next update: 2nd August 2019
Thank you
---------------------------------------------
IMG2: Progress as per 16th August '19. Changing locomotion during runtime with different movement types. Physics still requires additional setup
Update #58
Hello!
Image1: Showing new speedometer (black bar); first step in observing mecha locomotion performance
Progress update:
(not a build update)
Flying locomotion (Jet/Propeller) is being phased out.
An assessment has been made towards development progress speed and a conclusion has been made taking account of limited resources, that flying and other-type locomotion will be phased out in order to complete the game on time. These extra locomotion types can still be added into the game once more immediate/urgent modules are completed. This topic will be re-assessed in version 0.9.x
Image2: Updated LocomotionTypes. Green is in the game; Yellow implementation will be reassessed in 0.9.x
Movement and test
The system is being actively worked on. Implementation of correct movement data calculation (acceleration, max speed, fuel consumption, etc). In tandem with the development of test platforms (RaceTrack to test top speed and acceleration, a mecha-Treadmill to test fuel efficiency and a pulley system to test mecha power)
Stability improvements
Various refactorings and data structure improvements
Next update: 26th July 2019
Thank you
Update #57 : Build 0.5.54
Hello!
GIF1: Configurable and controllable mecha
Updates:
Mecha (WIP)
Improved mecha codebase-> Mecha is now configurable and controllable (the 2 mechas inside locomotion test room)
Locomotion Test Room
Added 2 new input keys
Q: Randomize Material
E: Randomize Components
Changes at the moment are visual only. It will be activated in upcoming updates (different stats for different component/material affecting different handling variables)
Randomize components will randomize all part types except for leg. The leg is still using placeholder mesh.
Locomotion test room is still detached from the tycoon module; meaning it is only for test purposes and not yet contributing to the game session progress
Fixed missing mecha in the locomotion test room (extreme edge case)
Numerous refactorings and minor improvements
Updated to Unreal Engine 4.22.3
GIF2: still work in progress; here showing clipping issue and erratic behaviour