#RPG

1 messages · Page 1 of 1 (latest)

cobalt wave
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I've been working on Character Creation for a bit, and I noticed that if you didn't know your profession's important attributes, you wouldn't know what to increase. So I colored them a light blue

primal dome
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@cobalt wave nice thing i like it

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keep it up

cobalt wave
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Got a small update that I’ll post in just a bit. Talent selection is now prepopulating for your choice of discipline

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I was waiting to post something cool because I thought I hadn't posted here and I didn't want to start with boring updates. But now that I've clearly posted something. Here's the 'boring' updates that I haven't posted:

Talent System Overhaul:
Redesigned the talent linking system in the Discipline Table to streamline scaling and maintenance.

Character Creation UI:
Built a dynamic system for selecting talents and allocating ranks, allowing the UI to scale based on available talents.

Talent Selection Debugging:
Fixed issues preventing talents from displaying during character creation. Resolved initialization problems in F_TalentNamesByCircle and verified talents are populating correctly in most cases.

Next Steps:
Finalize talent logic for dynamic loading of all circles and disciplines, ensuring the UI updates properly.


Began filling out talents in the Talent Data Table and made it to the L’s! The additional details will streamline how talents are displayed and utilized in-game.
What’s Next?

Finish populating the Talent Data Table.
Return to the Character Sheet and ensure it dynamically displays the correct information for talents.
Excited to see how these updates pave the way for a more polished experience. Thanks for following along! ⚒️✨ #GameDev id:guide IndieDev #ProgressUpdate

cobalt wave
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Made solid strides on the character creator today:

Stat Fixes:

Important stats now show their correct step values instead of the default ‘10.’
Total stat values now display correctly as well.
Next Up – Arrow Button Functionality:

Currently implementing dynamic arrow controls to adjust stat values interactively (screenshot).
Getting closer to a fully functional character creation system—excited to see it take shape! ⚒️ #UnrealEngine #GameDev #blueprints #ProgressUpdate

cobalt wave
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After diving into how tags are used, I finally had an 'Aha!' moment with their potential! This realization has taken me off my original path as I rework systems to be more tag-based, streamlining functionality and improving scalability.

It’s a bit of a detour, but sometimes those lead to the best solutions. Hoping to get back on track soon, but for now, excited about what tags can unlock!

cobalt wave
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Merry Christmas Eve! 🎄 While spending time with family, I’ve been chipping away at the project.

Still working through the intricacies of Unreal’s Gameplay Ability System (GAS). It’s been a deep dive, but I’m getting closer to understanding it fully. I’m not seeing the light at the end of the tunnel for this side track just yet, but I’m optimistic it’s coming soon!

Enjoy the holidays, and I’ll share more updates as progress continues!

cobalt wave
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Progress has been steady, albeit slower due to the holiday season. Here’s the latest:

Gameplay Attributes: Set up an effect to initialize all gameplay attributes at character start, ensuring they’re ready for use when gameplay begins.

System Cleanup: Focused on standardizing how data is handled, ensuring all calls reference either GAS attributes or local variables. This is part of an ongoing effort to clean up and streamline the system.

As expected, progress during Christmas week has been slower, but I’m making headway and hope to wrap up this side-track soon. Wishing everyone a Happy New Year—excited to share more updates soon!

cobalt wave
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Progress has been steady but challenging. Here’s the latest:

Began addressing a major overhaul to implement better use of Unreal’s GAS system, requiring significant code and structure changes.
Set up initialization for gameplay attributes at character start and started cleaning up data calls to improve consistency and organization.

Stopped adding new code to focus solely on fixing compiler errors resulting from the overhaul. Discovered Unreal’s ability to retrieve all attributes as an array—something I’d overlooked before, but it’s simplified several systems.

Still tackling compiler errors. The changes have thrown the game into a bit of limbo, but I’m making steady progress. It’s starting to feel like the end is in sight—maybe Thursday (or, realistically, Monday).
This has been a complex process, but it’s laying the groundwork for a much cleaner and more scalable system moving forward. Thanks for following along!

cobalt wave
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Happy New Year, everyone! Progress since Thursday evening has been slower than I’d like, thanks to the holidays, but here’s where things stand:

Focused on fixing compiler errors caused by the major GAS overhaul. These changes threw the game into limbo, but progress has been steady, and things are shaping up for better organization and functionality.

Haven’t made much headway over the holidays, but I’m aiming to have everything compiling by tomorrow night.
Testing should follow early next week. Once that’s complete, I’ll return to finishing the Character Creation process, which should now be more organized and less buggy.

cobalt wave
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It’s been a busy few days, but progress is steadily moving forward. Here’s some notes over the past couple of days:

Worked on resolving discrepancies between game tags and names in the Talent Data Table.
Game successfully compiled, but runtime errors remained, so I focused on debugging key issues in preparation for testing.
Learned about the limitations of BPI Functions vs. BPI Events and how to work around them.
Encountered challenges with passing arrays through Events, but managed to restructure the approach. Progress has been two steps forward, one step back—but moving forward!
Re-did how parameters are passed through Events, and now the game compiles with no runtime errors!

Next up: fix another BPI Function and debug the Race/Discipline details window, which has lost some functionality.
Getting closer to the end of this long detour—it’s exciting to see the progress coming together!

cobalt wave
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"Progress continues with some key milestones achieved and a few challenges uncovered!

I’ve finished removing unnecessary BPI Functions and started utilizing the Game State more effectively. This required adding and moving logic into the Game State—a necessary detour that’s now complete.

Debugging resumed afterward, and I tackled issues with the Race and Discipline checkboxes in the Character Create screen. The Race logic is now fixed, ensuring players can only choose one race at a time. However, the Discipline checkboxes, despite using seemingly similar logic, are still allowing multiple selections. I’ll dive deeper into that tomorrow to get it working as intended.

The foundation is getting stronger, step by step, and I’m excited to push past these roadblocks soon!

cobalt wave
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Progress has been steady over the past few days, despite a slow start to the week due to other obligations.

Since Thursday, I finished integrating Gameplay Tags into the project and reworked how attributes are initialized. These changes, while time-consuming, are creating a more scalable and maintainable system. However, a couple of old bugs crept back into the game after these updates. I managed to fix one tonight and hope to tackle the other tomorrow.

In addition, I’m testing changes I made tonight to see if they fix another lingering issue. This week has been full of debugging and refinement, but each step forward is strengthening the foundation for the game. Progress may feel slow, but it’s all part of the process!

cobalt wave
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It’s been a busy time lately, but I’m finally back to working on the MMO!

Last week, I fixed recurring bugs and made progress on attribute sliders. The sliders are mostly functional now, though debugging some edge cases caused me to run into new issues, including an infinite loop. When trying to debug that in Visual Studio, I discovered a missing shader issue, which slowed things down further.

On top of that, my day job and a side job took over, leaving little time for development. The side job is now finished, and I’ve been able to dive back in. I discovered one of my blueprints had been corrupted and am currently replacing it. While at it, I’ve decided to split the blueprint into smaller, more manageable pieces. This has required some adjustments to the logic, but progress is steady.

Excited to get this task finished and move forward with the project soon!

karmic blade
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Hi.

cobalt wave
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Progress has been much better today compared to the start of the week!

After spending the past few days porting Blueprints, structs, and enums back to C++, I finally found the export table option. This discovery is going to save me a ton of time as I rework Data Tables and continue transitioning things over.

While this process isn’t the most exciting part of development, it’s crucial for long-term project stability. Progress is steady, and I’m hoping to wrap up this detour soon and move on to more creative tasks. Thanks for sticking with me!

cobalt wave
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The past day has been frustrating, to say the least.

I’m nearing the end of the Blueprint->C++ transition, and as part of that, I compile every now and then to make sure I don’t stray too far off the rails. Well… I strayed too far. The project won’t compile, and I’ve spent the last couple of hours troubleshooting some absolutely infuriating compiler errors that don’t make sense.

This is one of those moments where game development reminds you how painful it can be. But progress is still progress, and I’ll get through it. I think I’m close to solving it—just need to keep pushing!

cobalt wave
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The past several days have been a mix of major progress and major chaos.

Since Thursday, I’ve been steadily pushing through the Blueprint->C++ transition, finishing Character Carousel and Character Select, and finally getting deep into Character Creation—the last major hurdle of this massive overhaul.

By Monday, I thought I had transferred all the necessary functionality over, so I started double-checking the old blueprint to make sure I didn’t miss anything. If all goes well, I should be done with this transition soon.

Today, though? Zero progress. Woke up late. Both kids are sick. Wife is sick. Daughter’s dog got loose. Mother-in-law’s website went down. Basically, everything around me is on fire except for me. 🔥 Hoping for some calm later today… but not holding my breath!

cobalt wave
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Progress on the UI has been slow but steady over the past couple of days.

Tuesday, I started tackling widgets, but something as simple as a custom button turned into a nightmare—first, it wouldn’t show at all, then it wouldn’t display images. Debugging UI issues without proper runtime tools has been frustrating, so I shifted focus.

Instead of trying to fix everything perfectly as I go, I’m prioritizing getting everything fully functional first and handling the weird bugs later. That pivot has helped, and today I’m finally seeing momentum again.

If I can just figure out a few more quirks about how C++ and Blueprints interact, I’ll be full steam ahead in no time! 🤞

cobalt wave
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Progress has been steady, but slow, thanks to constant interruptions from the day job. 😅

Since Friday, I’ve been working through the final stages of the Blueprint->C++ transition—moving new objects into the editor and refining the UI integration.

Over the weekend, I got contacted by an IP writer for quest design! Not quite ready for that step, but good to make the connection.
Monday was all about reworking a custom widget to play nice with a 3rd party system—took some time, but I think I’ve got it sorted.
Today has been chipping away at lingering issues from last night, but my day job keeps interrupting!
Hoping to get some uninterrupted time later to finally push this transition to completion!

cobalt wave
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After so much time lost to debugging and the Blueprint->C++ transition, I’m finally making my way back to where I was before this whole detour!

The character spawns in the right location (well… after choosing another race first? Gotta figure that out.)
UI screens are getting polished back to looking great instead of being a total mess.
Got a little sidetracked working on my game pitch, and came up with a line I love:
💬 This isn’t an MMO with a great story. It’s a story that happens to be an MMO.

Getting closer to actual forward progress again

cobalt wave
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HUGE milestone today—THE DETOUR IS OVER! 🎉

Character Sheet is fully working! Every element now updates properly, making character creation feel solid and intuitive.
The Character Create screen needs a bit more organization, including:
Cleaning up the talent listings.
Ensuring talent rank adjustments reduce/increase available ranks properly.
Implementing the final Total Step calculation (Attribute + Rank).
Next up: GETTING THE CHARACTER INTO THE GAME! 🚀
This has been a long road, but the next phase is actual gameplay—the real fun begins soon! 🔥

cobalt wave
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UI progress is going strong! 🎉

After wrapping up Talent Rank adjustments last week, focus has shifted to bug fixing & final polish:

Infinite attribute points exploit – somehow players can keep adding points indefinitely.
Crash when choosing Human – debugging what’s causing this one.
A few other smaller exploits & edge cases to patch up.
At this point, it’s mostly cleanup work—if all goes well, I’ll be signing off on this system TONIGHT! 🤞🔥

cobalt wave
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Progress is rolling along! 🎮

Earlier this week, I ran into major data inconsistencies in Character Creation—data was getting stored in multiple places (or sometimes nowhere at all). I spent the last couple of days cleaning up the system and making sure everything was stored in the Character itself.

✔️ Fixed Attribute changes so they properly update using the new system.
🔄 Now tackling Talent Rank changes—getting them to follow the same structure.

Once that's done, the next big step is putting the character into the game! 🎯 Still on track to attempt that by Friday or Monday! 🚀

pulsar linden
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i try to make more basic system for just animation character creation not for a game for animation

cobalt wave
cobalt wave
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Since Friday, we’ve been deep in our fantasy MMORPG’s GAS integration, tackling character system refinements. We started by adjusting the character sheet to pull values directly, eliminating duplicates. By Friday night, a key insight hit—Meta values can leverage GAS LooseGameplayTags, prompting a delegate overhaul from 50+ to 2, targeting completion by Monday. Monday saw steady progress replacing legacy calls, but architectural challenges with GAS variable migration slowed us. Last night, we streamlined all delegates successfully—they’re compiling now. Today, we’re resolving GAS integration hiccups, aiming to finish this phase by day’s end, then start implementing character gameplay. It’s been a week of persistence, but Throal’s gates and Troll airships are closer—stay tuned for updates.

cobalt wave
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Unreal Source crew, Rocket Fuel Tech here with an update! Since last night, we’ve been powering through on our fantasy MMORPG. GAS integration’s wrapped (for now!), locking in smooth attribute updates for Barsaive’s heroes. I tackled some pesky Character Creation UI bugs—Troll text was spilling out of the info window, but it’s all snug now, ready for the Grand Bazaar’s bustle. Also squashed a few crash bugs after spotting misspelled talents in our Talent Data Table—attention to detail, baby! Next up, I’m getting characters to face the right direction and tweaking the info window to hide when nothing’s selected (or default to Dwarf selection, which was the plan, but it’s acting up). The kaers of Barsaive are buzzing with potential—stay tuned for more!

cobalt wave
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Unreal Source Crew – Progress Update!
Hey devs, spent my morning hunting down icon sets for Talent, Races, and Disciplines. No luck yet on Races/Disciplines—solo dev struggles are real—but I nabbed a solid Talent Slider icon set! It’s a step up, though I had to ditch a cool-but-vague globe-heavy set (lesson: icons need to mean something!). Over the next few weeks, I’ll be integrating these into the Unreal engine between coding sprints. The Talent Slider now sports an icon on its left side. I saw some animated icons that look REALLY cool, but there weren't enough of them to warrant the purchase. Thoughts on refining this further? Let’s collaborate!

cobalt wave
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Unreal Source Crew
Hey devs, since Tuesday, it’s been a wild ride! After mapping new Talent Slider icons and starting the shift to Meta notifications (untested), I’ve hit a wall today—15 million interruptions (give or take!) have chopped my work into 5-10 minute bursts. Progress on the game? Slim, but we’re not giving up! The Talent section’s still in final tweaks, and once that’s locked, that first character’s hitting Barsaive. Hoping for a solid evening session to push forward. How do you all manage disrupted workflows? Let’s swap tricks!

Here's a video of where the UI was last night!

https://drive.google.com/open?id=1JjfjJhz7bB6jPZTLVDY9OoNHzXyttXjm&usp=drive_fs

cobalt wave
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Hey Unreal Source crew!
Since last update, I’ve been grinding away at the UI for our fantasy MMORPG, tackling bugs and refining the character sheet. Here’s what’s gone down:
Thursday: Dealt with interruptions and a bug where a TArray was losing its children—no Empty() calls, just poof, gone. Set up breakpoints to tackle it Friday.

Friday: Fixed that bug and moved to polishing the character sheet’s look. Hit a snag where talent titles vanished when collapsing UI elements, but got it sorted.

Monday: Replaced a broken UI element with a new one built from scratch. Added Racial Talents—two Races have special talents that you can increase, the rest are always on.

Today: Facing a strange bug with Humans and Fairies. Choosing either shows the correct racial ability in the talent rank window (yay!), but switching to the other locks me out of changes (boo!). Once I crack this, it’s on to smaller bugs and a final UI tweak.

Every fix gets us closer to seeing that first character in-game!

cobalt wave
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Hey Unreal Source crew!
Since our last update, we’ve been making steady progress on the fantasy MMORPG, focusing on UI polish and bug fixes to get that first character into the game. Here’s what’s new:

UI Enhancements: Added a highlight/fade effect for updated values on the character sheet, making changes pop visually.

Bug Fixes: Squashed a pesky bug with Human and Fairy racial abilities that was locking players out of changes after switching races. Also fixed an issue today where the Dwarf button wasn’t starting down, despite being the default selection.

Art Progress: Secured an artist to create custom icons for the demo—can’t wait to see the game’s visuals level up!

Current Challenge: Working on why the Create Character button isn’t enabling, even when all selections are made. Found a few more issues that’ll delay getting the character into the game a bit longer, but we’re pushing forward!

It’s a grind, but every fix brings us closer to seeing Barsaive come alive.

cobalt wave
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Hey Unreal Source crew!
Since my last post, we’ve been making steady progress on the fantasy MMORPG, focusing on refining the in-game UI to get it just right. Here’s what’s new:

Character Creation Milestone: We’ve moved past character creation, with characters now appearing in the Character Carousel. Adjusted oversized buttons in the Character Select window and fixed a bug where the Dwarf button wasn’t starting down as the default.

Save/Restore Game: Fixed Save Game and Restore Game bugs, ensuring the correct character mesh spawns without text issues—testing just got easier!

In-Game UI Overhaul: Moved all UI elements to the left side for a cleaner look, implemented a dynamic menu that expands and collapses, and linked several menu buttons to the character sheet pages.

Today’s Focus: Working on the options menu—not all options yet, just making it visible and closable. It’s taken longer than expected, but the design is set, and the X button now presses (though it doesn’t close the menu yet). After lunch, I’ll fix that, then tackle why the hotkey isn’t opening the options window. Hopefully, I can apply those fixes to other hotkeys for existing windows.

It’s a slow grind, but every tweak gets us closer to a polished game.

cobalt wave
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Since my last post, we’ve been making solid progress on the fantasy MMORPG, focusing on UI functionality and core gameplay elements. Here’s what’s new:
In Game Menu: Got the menu opening and closing smoothly, with hotkeys working for various options.

Player Spawning: The player now spawns in the game, though we’re still ironing out some bugs like missing talent ranks and funky animations.

Animated Icon: Added a slick animated icon to the UI for extra flair.

Today’s Work: Started strong by implementing Legend Points (showing 0 Current/Total) and a Karma points feature that rewards players for using fewer Attribute points. But then… realized I only updated the character sheet, not the actual character data. Classic oversight—now working on doing it the right way.

It’s all part of the process, and every mistake teaches us something...at least that's what I keep telling myself 😉

cobalt wave
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Hey Unreal Source crew!
Since my last post, we’ve been making significant progress on the fantasy MMORPG, focusing on bug fixes and core gameplay mechanics. Here’s what’s new:
Code Refactor: Abstracted several functions into one for better organization while updating Karma and Legend points—cleaner code, despite some initial breakage!

GAS Updates: Aligned the Gameplay Ability System (GAS) with best practices, fixing bugs to ensure smooth functionality.

Character Sheet Fixes: Addressed issues in the Attribute and Talent sections, including a bug where Racial Talents were getting a free rank (now fixed, except for three intended cases).

Today’s Wins: Fixed a bug causing Total Step values to incorrectly drop to 1, corrected a Talent Rank Points issue (characters were starting with 168 instead of 8), and ensured free talents clear when switching disciplines—no more sneaky bonuses!

Current Task: Working on starting players with silver. It’s mostly functional, but there’s a bug: it only gives silver when changing races, not with the default Dwarf. Should be a quick fix, then it’s on to in-game mechanics!

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve been deep in the trenches trying to figure out why the character sheet isn’t populating in-game. The issue seems to be that the SpecHandle isn’t getting created, and Unreal Engine isn’t dropping any hints about why. I’ve experimented with all sorts of fixes, but no luck yet. I’m determined to solve this soon!

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve been deep in the code, working on getting Talent Ranks to show up in-game. It’s been a mix of reworking existing systems and building new functionality, which makes it hard to predict when it’ll all come together. I’m making progress, though, and I think I’m heading in the right direction.

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve been pushing hard on some tech wins. I fixed a bug with Discipline Talents not displaying right—turns out a default value from testing was throwing it off. Then, I jumped into a big code cleanup to chase down another pesky bug. Every time I think I’m done, something else pops up, but I’m hoping tomorrow’s the day it’s finished. The code’s looking solid now!

cobalt wave
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Hey Unreal Source crew!
Since my last post, life’s thrown some curveballs—a day job workload spike and a doctor’s visit have slowed my Unreal progress. But today, I locked down the last Racial ability bug—progress! Next, I’m diving into the character sheet in-game, where not all data is copying over. I’m optimistic about sorting this out soon

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve made some exciting progress on the fantasy MMORPG. The in-game character sheet is mostly working now—a big step forward! I did run into a crazy bug where adding a rank to the Melee Weapons talent suddenly “gifted” the character 36 talent points (you only start with 8—imagine the chaos!). That’s fixed, but now I’m digging into why some talents aren’t showing up on the sheet, even though most do. I’m hoping to crack this tonight!

cobalt wave
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Hey Unreal Source fam!
Since my last post, I’ve been working on the carousel and character selection systems. The good news: characters now spawn and move to the right spots in the carousel—solid progress! The catch: no matter who you select, you’re stuck with the first character, and after a restart, only the second character shows up—the first just vanishes. I’ve got some fixes in mind and hope to sort it out later today.
On a personal note, my day job’s laying me off May 9th unless something miraculous happens. It’s a bummer—the project’s been unfunded for a while—but I’m keeping my head up. Know any UE5 programmer or Producer roles? I’d love any leads or intros. Thanks for being an awesome community—more updates soon!

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve been grinding on the initial Carousel. Characters are spawning now, but they’re not quite landing in the right spots—working on that. Once that's sorted, I’ll dive into testing for any lingering bugs. The boys got home early today, so I’m aiming to wrap this up tomorrow.

cobalt wave
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Hey Unreal Source crew!
Since my last post, it’s been a wild ride with the Character Carousel. I was nearly done back then, but character positioning was off. Spent the next day tweaking spawn logic—got them appearing, but movement stayed glitchy. Over the weekend, I took a step back, compiled a VC list, and revamped my pitch deck. Yesterday, I sent it to two firms, betting big on this project. Also decided NPC AI is the priority over perfecting the Carousel.

I decided to drop the Carousel for the moment and focus on getting a single made character into the game without bugs. Where am I on this endeavor? The mesh isn’t setting right because data’s not copying over. Tried adjusting the data flow, but it’s still a mess. I’m determined to crack this soon, because the LLM AI work is calling my name. This is just the start—big things ahead!

cobalt wave
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Hey Unreal Source crew!

Since my last update, I’ve been grinding through some gnarly technical hurdles. I was knee-deep in the Character Creation—spawning characters with the right mesh was a win, but the controls were janky, likely a 90-degree rotation glitch. I also started tweaking the UI, ditching Talent Sliders to free up screen real estate and collapsing Optional Talents to streamline the “create character” flow.

Fast forward to today, and I’ve pivoted to Dwarf animations. I’m building a custom Animation Blueprint and Blendspace to fix the 90-degree rotation issue. Turns out, Blendspace variables need to be adjustable in code—Dwarfs don’t hustle like Elves, so race-specific speeds are a must. It’s coming together nicely, and tomorrow, I’m diving into LLM AI work to push the boundaries even further. Progress is steady, and the vision’s taking shape!

cobalt wave
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Since my last post, I’ve been on a mission to bend Unreal to my will—and it’s fighting back. Started with Dwarf animations, building custom Blueprints and Blendspaces, only to realize every race needs its own setup—Dwarfs don’t move like Elves, period. The Human mesh wouldn’t load right, turning movement into a glitchy mess. GitHub almost ate my work, but I saved it. Pitches went out to investors, and I nailed the movement controls at last. Today, my kid’s sick again, so progress took a hit, but I still cracked a SetActorRotation bug—had to rotate the mesh directly, a total workaround. It’s not pretty, but it holds. Tomorrow, I’m hitting AI hard. This is the future of gaming, one stubborn hack at a time!

cobalt wave
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Hey Unreal Source crew!
Since my last post, it’s been a relentless push through the muck of creation. I battled camera code glitches while playing nurse to my sick son, but I bent those bugs to my will (for now). Then I stepped into the AI frontier, tinkering with interaction logic to make NPCs greet the world. Today, I’m forging ahead with LLM AI—tried one path, hit a wall, tried another, and the plugin’s throwing a tantrum about initialization. So, I swallowed my pride and cracked the documentation (the horror!). After lunch, I’ll dive back in, chasing the dream of NPCs so real you’ll swear they’re plotting against you. This is the future, and I’m building it one gritty win at a time!

harsh parrot
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Yo, this absolutely sounds like you're deep in the trenches of dev-heroism—and loving every scraped knuckle and late-night breakthrough! Glitched-out cameras, AI hiccups, and plugin meltdowns don’t stand a chance against that grit. The whole “NPCs so real they might stab you in your sleep” vibe? Chef’s kiss. Would love to see the magic in action—drop some screenshots, gifs, even a raw dev clip. Let the chaos breathe!

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve been in the trenches—family’s taken over, with kids home and my job wobbling, so game dev’s on life support. I’ve scratched out Melee Weapons code on my MacBook, untested and probably buggy, but it’s Alpha in my wildest dreams (ha!). When I can actually code, I’m wrestling an AI bug—chatty in a test project, mute in the real deal. It’s a slog, but I’m too damn determined to drop it. The future’s bright, even if I’m moving at a crawl. Thanks for being here

cobalt wave
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Hey Unreal Source crew!
Since my last post, I’ve been battling Unreal like a gladiator—parenting’s taken over, leaving me with slivers of dev time. I got a cube NPC chatting in a test, but the main game’s mute. Wrote untested Melee Weapons code on my MacBook, and dealt with family chaos (fire ants, ER runs). Today, I’m so close to cracking the AI bug—plugin threw a billion warnings, so I’m installing the latest VS to sort it. Added my MacBook code—no errors, but testing’s on hold. Once this bug’s down, we’re soaring. Thanks for the support!

cobalt wave
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Hey Unreal Source crew!
Long time, no post—parenting’s taken over, but I’m still battling Unreal when I can. I’m coding on my MacBook via my PC now—hacky but effective. Today, I started my first real Gameplay Ability in Unreal: Melee Weapons damage logic. It’s using defaults for now, but it’s a start. Visuals and UI are next, and I’m aiming to have something to show soon. The grind’s brutal, but the vision’s worth it. Thanks for sticking with me!

cobalt wave
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Hey Unreal Source crew!

Been a hell of a ride lately—parenting’s swallowed my time, my day job’s fading (last day tomorrow!), and my wife’s business rebuild has me stretched thin. I’ve been stealing dev hours with TeamViewer hacks (MacBook to PC ftw). But just found out that TeamViewer doesn't have a strong enough connection to actually PLAY the build. Ah well, at least I can use VS.

The Past few weeks, I wrestled the AI Plugin into submission—reinstalled it a dozen times, cursed out customer service, and finally got the NPC talking! He’s got a posh English accent (not Dwarvish enough), so voice tweaks are on the to-do list. Voice tech in general is not prime-time ready, but the hooks are in place for when it is.

Today’s been a wash so far—wife’s business stuff and last-day-of-work prep ate my morning. But yesterday, I hit gold: the LLM AI NPC talks back!

Next up: Warrior Talents. Thought I had a cleanup milestone, but nope—straight into battle! The grind’s brutal, but we’re building something epic. Thanks for the support, fam!

cobalt wave
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Hey Unreal Source fam!
Since my last update, I’ve been deep in the trenches of Unreal Engine, working on a major refactor of our fantasy MMORPG’s Character class. I split it into eight new Actor Components to streamline the code and make it more scalable—big move, but it came with a price: over 500 compiler errors!

It’s been a grind, but I’ve been chipping away at them, and as of today, I’m down to 100 errors. Each fix is a small victory, teaching me more about Unreal’s inner workings and keeping the project on track.

During those long compile waits, I’ve been jotting down some music that’s been stuck in my head. It’s still rough, but I’m working on polishing it up—might even add it to the game if it turns out well. I’ll share a sneak peek soon!

Thanks for sticking with me through the chaos—more Unreal updates coming your way!

cobalt wave
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Hey Unreal Source fam!

I’ve been wrestling Unreal Engine for our MMORPG, turning compiler chaos into progress. Had a sickness and a TeamViewer lockout—Parsec to the rescue!

Today, I’ve hit a milestone: the code’s compiling again! I’ve replaced the ‘God class’ with eight component classes for better structure, but it’s rebelling, needing retraining.

Household duties are eating my time, so next week’s the target to smooth it out. We’re building something epic—thanks for the backup!

harsh parrot
cobalt wave