These past few years I’ve been catching up on a lot of classic roleplaying games that I’ve never played before, despite having several decades of play behind me. One of those was Traveller, so I was happy to finally run that with my Friday game! We ran about 15 sessions, across four scenarios, plus the […]
This is the eighth post in my developer diary for the Unreal Engine camera system. Since the UE 5.6 release has just gone out, I figured I would write a little bit about what to expect if you’re using the early UE 5.5 Gameplay Cameras experimental plugin. While the GPC plugin is still flagged “experimental” […]
Mausritter is a TTRPG in which you play little adventuring mice trying to survive in a world of big dangers. If you’re a fan of the excellent comicbook Mouse Guard, you should already be hooked! The system is as minimalist as its protagonists, with low-prep two-hours adventures, so we played this a dozen times as […]
This is the seventh post in my developer diary for the Unreal Engine camera system. Since the last post was a super high level view of what the system is supposed to be, I figured I would just go down one step for this article and share some notes about the general design. This might […]
This is the sixth article in my UE Gameplay Cameras developer (GPC) diary. Last week I wrote about one of the first decisions I had to make when I started this work, but I realized I could write about the very first decision I had to make: the decision to start making a camera system […]
This is the fifth article in my GPC developer diary. Gameplay Cameras (GPC) is a camera system for UE5 that started shipping with the engine as part of version 5.5, but is still in its “experimental” phase. We plan to have it in “beta” with 5.6, and “production ready” with 5.7 or 5.8 depending on […]
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 […]