Skip to main content

⚙️ Tech Breakdown: Fixing Unreal's Horizontal Field of View

Unreal Engine applies the aspect ratio of the viewport to a fixed Horizontal Field of View. Therefore, switching from standard 16:9 to ultrawide will crop the top and bottom of the view and zoom, rather than revealing more to the left and right as you’d expect, and shrinking it to 4:3 creates an extreme fisheye effect.

FOVX

Unreal Default: content on the sides of the viewport is fixed, causing weird cropping and zooming.

FOVY

Our Camera: fixing content on the top and bottom of the viewport, like we expect.

The default is basically never what we want, but it’s hard-coded and there’s no way to override it with just configuration, so we have to patch it. 😖

Indie Game Pitching in 2024

I can’t believe how long it’s been since I wrote for the blog! My time has been fully-committed to an ambitious project to get funding to launch a new game studio.

Spoiler alert: 2024 was a bad year to try and start a studio. 😩

What follows is a post-mortem – including receipts – to pull back the curtain on this shadowy part of game development, as a service to enthusiasts and other indie developers. I also recorded a short video essay version if you just want the headlines and not all the nitty-gritty details.

Here I’ll discuss:

  • How game funding works
  • Our experience seeking funding
  • The state of the games industry
  • The future for my game, Nightshift Galaxy (TL;DR – Wishlist on Steam!)

⚙️ Procedural Animation: Inverse Kinematics

Procedural animation is a priority on Tiny Starpilot. As a designer, I like how it it improves the responsiveness and “juiceness” of interactive characters. As a programmer, it’s my area of professional expertise. Finally, as a solo dev, it lets me create more “modular” assets which can be shared between characters with different skeletons.

The biggest tool in the procedural-animation toolkit is called Inverse Kinematics. With these algorithms, designers can specify “targets” (often called effectors) for the animation system, and joints are internally rotated to satisfy those goals.

Footage of Modular Animations

An example of my modular-design: anim nodes automatically discover and coordinate with very little explicit setup.

🖌️ Project Update: Playable Pilot Concepts

Lineup

I’ve planned for three playable pilots since my earliest prototype.

The design goal is straightforward: approaching the same mission with different pilots who handle differently increases replay variety. It also acts as a difficulty handicap for casual or hardcore players to opt-into by choosing particular easy or challenging pilots for particular maps.

This week I was feeling ambitious and decided to flex my illustration muscles, and made a nice set of pilot-portrait key-art, as well as sketch concepts for their fighter craft. I really want to push the 80s mecha-anime space-opera creative direction.

⚙️ Tech Breakdown: Third Person Cameras in Games

Experience has made me opinionated about implementing 3rd person cameras. People naturally, but naively, think about the camera as a second actor in the world, following the player around (like Lakitu in Super Mario 64).

Lets discuss an alternative perspective, where you consider instead the player on the 2D picture plane (with code!).

We can rebuild him. We have the technology.

👷 Project Update: Introduction to Tiny Starpilot

I juggle a dozen little side-projects which I dust off from time to time.

Tiny Starpilot was a minigame I conceived of years ago when I was freelancing between jobs, and considering the possibility of becoming a one-man-band mobile game developer.

The design was simple: hold the phone sideways and slide your thumbs along the side to act as tank-tread controls. Your ship would autofire on a regular beat.

Pew! Pew! Pew!