Technical Demo displaying early versions of a few systems to be used in Odyssian Void.
This technical demo is something that will be evolving as time goes by. It currently will display some key systems in a pre-alpha state to allow you to see how these are developed as time passes as well as to give you an idea of the general direction these systems will be moving towards.
Currently there are five key systems included within the tech demo:
One of the more important systems in the demo is the database system. We have integrated SQLite into UInreal Engine 4 so that we have a lightweight and easy to modify database solution for not only our development and expansion purposes but also for an easier use for modders. As such a large amount of the game will be run from the database, we wanted something that would not require a moving a mountain to use like MySQL or MSSQL. SQLite was a good fit for this need.
In the demo the database is only used to house some ore names which are imported into the game and then displayed within the inventory ui to showcase that system.
In this version of the tech demo mining has been implemented within a limited scope. Currently the only functionality really implemented is the mining cycle where by a timer counts down and then restarts which also controls some aspects of the user interface. You will notice a circular button on the UI; this starts and stops the mining laser. It has a green progress ring which fills indicating how much time is left until the current mining cycle is completed.
At the end of the cycle another UI element is altered as a variable on the player's ship object is modified. This only happens on the first cycle at the moment. Placement of an ore into the inventory on cycle complete is also not implemented nor are changeable mining lasers.
There is also a particle system implemented but it is bugged at the moment so it only partially works. Hopefully when Niagra is fully released this bug will have either been fixed or the new particle system engine will be change so that what causes the issue is fixed.
We have implemented a right click context menu in this version of the tech demo. Currently the only action you can do with it is to open the inventory. It will also only open in the middle of the screen. Eventually it will open at the location of the right-click and contain object-based options if you right click on an object as opposed to open space.
The notification system will be used to display information to the player; things such as damage taken or done, items found, cxp found, and other various information. Currently it is only used to tell the player if the database has been loaded and if the player's inventory was successfully created with the test ore items.
The inventory has been implemented in this version of the tech demo. Currently it only contains items that we create from the game coding/blue print system in UE4. This will be expanded in the next version of the demo. The inventory can be opened with the I key or by right clicking to open the context menu which has an inventory button.
There was an ancillary system, the item inventory details window, which was to be included in this demo but the system, as designed, caused access violation errors and was therefore removed. It will be added in the next version.
All of the systems shown in the demo are pre-alpha, meaning they are proof of concept designs and will be changing in the future as they are refined. These are also just a small number of the systems currently in development but the only ones ready to be shown to the public via a demo. More systems will be added as they are developed to our standards for release within the technical demo.
There may be bugs or other issues present within this demo which may have adverse effects; use with caution. You will need to alt+f4 or kill the demo's process in Task Manager to close it at the moment. We were unable to enabled windowed mode and have not implemented a way to close it yet. These, along with possible a rudimentary game settings system, will be implemented in the next version.
While feedback is welcome and appreciated please be aware that it will probable be overlooked for now. Once these systems are more polished such input will be used to continue refinement and ease of use.
Thank you for your interest.
~Odyssian Void Development Team