Space Environmental Design Unreal Engine 5 - Space Game Devlog #18

In Dev Vlog #18, Level Cap discusses environmental upgrades for a spaceship game developed in Unreal Engine 5, showcasing new designs for Nav Beacons and interactive elements within asteroids. The team is also working on implementing asteroid outposts with modular designs, enhancing the gameplay experience with immersive audio elements and a revamped in-game signature system to improve player navigation and decision-making.

In Dev Vlog #18, Level Cap discusses the environmental upgrades for the spaceship game being developed in Unreal Engine 5. He showcases the new design for Nav Beacons, which emit unique gravitational signatures and serve as points for ship navigation. The updated Nav Beacon design features a more detailed layout with a central orb representing the gravitational device. Additionally, Level Cap has been working on creating interactive elements within asteroids, such as asteroids with interior spaces that players can explore, adding depth to the gameplay experience.

Furthermore, Level Cap introduces asteroid outposts, which are interconnected asteroids serving as hideouts or cities within the game world. These outposts will provide environmental storytelling and potentially house NPCs like traders or vendors. The design for these outposts is modular, allowing for flexible placement and customization within the game environment. Additionally, Level Cap showcases new cargo door opening and cargo ingestion sounds created by Panzer V1, adding immersive audio elements to the game.

Rich, Level Cap’s collaborator, has implemented significant changes to the in-game signature system, which influences spotting, combat ranges, and stealth mechanics. The signature system determines what appears on the player’s radar and how stealth gameplay is impacted by ship signatures. Rich explains the details of the system, emphasizing the goal of providing enough information in the in-game navigation system to reduce reliance on the radar for gameplay decisions. The system tracks objects within a certain radius and displays icons on the navigation interface to indicate their location and distance from the player’s ship.

In the development process, Level Cap and Rich are optimizing the tracking and display of icons in the navigation system to enhance player awareness of surrounding objects and their proximity. The code for managing icons in the navigation system is a work in progress, focusing on efficiently creating and updating icons based on the objects being tracked. The system calculates distances, determines icon colors based on factions, and adjusts icon size and rotation relative to the player’s ship. The ultimate goal is to provide players with clear visual cues on the navigation interface to aid in spatial awareness and decision-making during gameplay.

The team is working towards a movement combat demo, with plans for potential public testing in the future. Updates and discussions about the game’s progress and testing phases will be shared on Discord. Viewers are encouraged to follow the game’s development on Discord for the latest updates and to contribute ideas and feedback. The Dev Vlog series offers insights into the game’s development process, showcasing the evolution of environmental design, gameplay mechanics, and audio elements. Level Cap expresses gratitude to the community for their support and interest in the project, inviting viewers to stay tuned for future updates on the game’s development journey.