Its been another busy week for the Lunar Rooster team as we continue to make progress on Sky Noon. This week we have implemented some new gameplay mechanics and started work […]
We’re back!
After a small break the Lunar Rooster team is excited to be back in the studio! Its been a while since our last devlog and we’ve got a bunch of stuff […]
Breaking out of the greybox
Finally we have some environment assets! We’ve spent the past week or two working on some environmental stuff to make it a tad prettier, with Logan working his butt off […]
Unreal Engine: Slate HUD
For Sky Noon, as we had switched over to mostly C++ for our programming implementation, using Slate for our User Interface and HUD was a more viable option. Slate is a […]
Starting Your ZBrush Sculpt
This week we thought we would give you an overview of a process one of our artists uses for creating a solid base mesh for sculpting a character using ZSpheres and ZSketch: Blocking out a character with ZSpheres […]
C++ Networking in UE4
For the Skyforce prototype we did all of our networking in UE4s blueprint system which was great for getting a network set up quickly, but it didn’t give us total […]
Development Log: Level greyboxing
We are now two week into development of Sky Noon. As a multiplayer fps we realize the level design will play a major role in how people experience our game. […]
Sky Noon
We are extremely excited to announce our upcoming title, “Sky Noon”! In an alternate history, the earth has all but dried up and the Western Cartels are fighting over the last traces of […]
Unreal and modular character armour
Ever wanted to know how to add Armour to you character that you can swap on the fly? In UNREAL? Now you can! This is usually called a modular pawn […]