This is the fourth post in my developer diary about the Gameplay Cameras (GPC) plugin for Unreal Engine. I skipped last week because I was too busy! This week let’s pick up on something I alluded to last time, which is “parameter pre-blending”. As always, everything I’m showing here is work-in-progress, scheduled to ship in […]
This is the third article in my developer diary about the Gameplay Cameras (GPC) plugin for Unreal Engine 5. It comes a day late because my workspace is in the middle of a big refactor — nothing compiles and I can’t take screenshots! 😅 In the end, I used some old screenshots and videos I […]
Lately I’ve seen a bit of criticism about TTRPG “reviews” that are mostly about flipping through a book and sharing first impressions. I do agree that it’s wrong to call those “reviews” but frankly, most of their authors actually call them “first looks” or “unboxings” anyway, so I’m pretty sure they are aware of that. […]
In this second developer diary post about Unreal Engine’s Gameplay Cameras plugin, I want to talk about the most visible change you’ll see in 5.6, which is how camera assets are organized. In UE 5.5, you have the Camera Asset which contains the Camera Director, the Shared Transitions, and a list of Camera Rigs that […]
Numenera is a science-fantasy game set in the far, far, far distant future, with some lightweight and somewhat original system, all written by Monte Cook. On paper, it ticked a lot of boxes for stuff I’m interested in, so I brought it to my Friday group a few years ago. We played a dozen sessions […]
Since early 2024 I have been partially working on a new project at Epic Games: a “proper” camera system for the Unreal Engine, so that anybody can make cool-looking cameras for their games! It came out with UE 5.5 a couple of months ago, albeit in a firmly “Experimental” role, and is somewhat unimaginatively named […]
In this second “Notes on…” article, we’ll look at another game my Friday group played for a few months on a weekly basis: Free League’s Mutant Year Zero (from now on referred to as MYZ).
Some new TTRPGs use prose for making characters, but remember 25 years ago when QuestWorlds (then called HeroWars/HeroQuest) did that? You wrote a paragraph about your character, and gave scores to nouns/verbs. Such an innovative design by Robin Laws and Greg Stafford.
I forgot to share what the February drop of our chocolate subscription looks like! For you chocolate lovers out there.