>>1947408
Okay, so. A few unfinished ship models, a growing spiderweb of ideas that I'm trying to learn how to implement, and an illiteracy with regard to programming that I'm working on addressing. The emphasis was going to be to see how far Unreal's blueprint system could actually be stretched. If Unreal fails, I'll probably move on to something else. But currently I'm getting my feet wet. Been buried in Blender for the last few days. One thing that's really holding me back is that I keep stumbling into ship concepts or interesting profiles, but I am torn whether or not I should design them where they'd plausibly be able to survive an atmospheric reentry or if I should just make cool-looking ships protected by raw scifi space magic.
Ultimately the goal is to run the gambit. Walkable ships, 6DOF flight, hundreds of smartly procgen planets populated with enough stuff to keep things interesting, a general point to going out and exploring in one way or another. Possibly explorable cities. I'd love to have actual hubs and player apartments, but that's so far back. Like, if this project reaches an alpha state you'll get something as a precursor to this idea, but everything beyond the basic gameplay is on a backburner due to it being a one-man show and me being opposed to using canned assets if I can help it. My current overall objective is to get good at every aspect of development in a hurry.