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The reason players might fall though a hole are collision issues due to too fast movement, intersecting colliders, terrain chunks not loaded,...
Unreal is an just an Engine. Its does not make the game creation fundamentally different. Just watching a nice enclosed demo scene with some...
Stutters can have all kinds of reasons, such as -garbage collecion -loading assets -pushing textures or meshes to the GPU -resetting the camera...
No problem
The system of course requires setting a destination. But that could be any planetary system or waypoint basically. Its just serving as the...
The easiest implementation, without large changes to the underlying code would be to put the ship into a kind of "warp" mode, where it does not...
Funny thing is: the technology - to create caves - is already in the game, and it would add a lot of interesting locations, especially when mixed...
Some smaller improvements that are easy to implement, but are very common actions: #1 Less inertia in drone movement. Its handling really wonky....
For a planets playfield in general: a meta-map defining the difficulty level of an area (types and levels of critters/npc/loot quality) Such that...
[MEDIA] Looks like they use really impressive tech. Many parallels with Empyrion. (Likely several ideas shared by each side) But the idea of a...
Regarding the Nucleosynthesis in stars: https://en.wikipedia.org/wiki/S-process
Im not so sure about the volume restriction. While weight makes perfect sense in a world where different vehicles/the player should have...
[IMG] https://assetstore.unity.com/packages/3d/props/cave-crystals-63125 Preferably in randomly generated cave systems.... For scenes like this...
I think a lot of the problems for players (feeling unintuitive) comes from the way inventory transfers work. Where two inventories have to be...
A mark - copy - paste system. Where a whole group of blocks is marked, and can be copied, rotated and placed. Also allowing to save marked blocks...