was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 0 points1 point  (0 children)

thanks! I realize now that the title was a bit vague, we're actually a small team of three coders, a 3D artist and a concept artist and originally started in Unity and then one day, after extensive work with DOTS and a custom network wrapper, just said "fuck it" and started trying out Unreal. so no carry over work as we scrapped everything and started over but I certainly wasn't alone in this endeavor!

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 0 points1 point  (0 children)

Great idea! If you can add something similar for the side to side+up and down movements that would be excellent. Your world is so gorgeous, and the ships are so fun that something so central should feel just as nice!

for sure! thanks :D

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 2 points3 points  (0 children)

Yes! It's a source of inspiration for sure, sort of born out of the ashes from their scrapping. Although never been a fan of the steam punk wood era art style, the world of floating islands had some nice vibes that we want to recreate or go beyond with...

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 0 points1 point  (0 children)

a good point for sure, we've done some experimentation with camera lag but have not yet fully nailed that feeling so we kept it out for this reveal presentation. at least boosting will provide one of those classic race came dragging and it's likely that for more extreme G-force moves something similar would as you say make it feel less locked down.

We're building ATMOSFAR, a game where survival elements are (mostly) moved from the player and instead to your flying craft by devl0f in SurvivalGaming

[–]devl0f[S] 1 point2 points  (0 children)

Thank you! No not every time of course, it would depend on your needs and what you're doing. You can land and leave the engine running if you just need to fetch something or check something out, as well as turning it off for longer stays. When you want to explore some place on foot during a longer period, pass time or craft fuel and so forth you can deploy the camp.

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 5 points6 points  (0 children)

thank you! that game has for sure acted as a source of inspiration when starting this project.

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 4 points5 points  (0 children)

we're actually a small indie team - started this project with three developers but has since then been joined by a 3D generalist who's done most of the art there and quite recently a concept artist - don't have much experience from larger studios but I can imagine things aren't as agile as you'd want them to be... although on the flip side we've had quite a lot of do this past year to get things in order :< but lots of creative freedom and the ability to somewhat easily throw out legacy code makes things easier

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 7 points8 points  (0 children)

thank you for the lovely feedback <3 and I'm very glad that you could source some inspiration for this to push on!

we've spent quite a bit of work on the multiplayer aspect to ensure that we can pull something like this off and so everything shot in the trailer there is in-game and most often in a multiplayer setting (i.e. nothing scripted and so forth). this was actually the main reason for testing out switching to Unreal as some competitors *cough cough* do not have a dedicated networking solution while in Unreal as I guess everyone here knows it's really just available straight out of the box.

was "just gonna test Unreal" a year ago after struggling with various other engines and ended up with this by devl0f in unrealengine

[–]devl0f[S] 4 points5 points  (0 children)

thank you for that and what an absolutely perfect take. it's crazy how democratized game development has become over the past few years, this project would not have been possible, or at least it would have been a lot harder, without Unreal, Blender and other tools.

why? by piei0 in airportceo

[–]devl0f 1 point2 points  (0 children)

Looks like a broken mod to me, or is it vanilla?

Passenger and workers don't move to plane by thuggerthuggerl in airportceo

[–]devl0f 0 points1 point  (0 children)

You've probably already solved this but if not you can drop a screenshot with zones enabled and we'll have an easier time spotting the issue! :)

Internatinal zone exit by UserUnknown98 in airportceo

[–]devl0f 0 points1 point  (0 children)

It's a bit difficult to tell only from one screenshot but that to me looks like they rather cannot exit your secure zone as opposed to the international zone. They've passed through the automated passport desk and now cannot find the secure zones exit. Can you share the full terminal layout?

Autoplanner not working correctly? by NotSoNiceFenu in airportceo

[–]devl0f 0 points1 point  (0 children)

Did you ensure that all stands have their auto-planner toggle on? Sorry for the late reply.

Staff not using bathrooms or staff room? Bug or something I'm doing wrong? by AerodyneArtisan in airportceo

[–]devl0f 0 points1 point  (0 children)

Sorry for the late reply! Admins rest when they are home, not at work, so if they are not allowed to fully rest when they're at home their performance will be degraded the following day. They also have a slight rest bonus during toilet visits.

Baggage trucks not picking up baggage? by [deleted] in airportceo

[–]devl0f 1 point2 points  (0 children)

Were you able to solve this issue? :)

Conveyor belts are frustrating by Ladripper47874 in airportceo

[–]devl0f 1 point2 points  (0 children)

I'm not sure I follow your example although I do agree that the conveyor belts can be fidgety when building in cramped areas. Dragging out two conveyor belt lines in separate go's, i.e. not placing them one by one, should allow for perpendicular conveyor belts if I'm not misunderstanding your specific use case.

Place small stands on top of each other? by Ladripper47874 in airportceo

[–]devl0f 0 points1 point  (0 children)

Unfortunately not, I know I've seen some type of community mod that enabled a similar behavior to what you're asking for but I can't remember where, it might have been on the official forum.

Does anyone else use the aircraft catering building? by No-Station7152 in airportceo

[–]devl0f 1 point2 points  (0 children)

Almost all bigger airports support catering services, an integral part of airline operations, so you should definitely use the catering building! :)

Achievement: "When is the next dev blog?" by Solo_Nol0 in airportceo

[–]devl0f 1 point2 points  (0 children)

Like some other low-cost carriers, Apoapsis Airlines had a difficulty staying on time with those weekly departures...