XaiJu
projectbluemoon
projectbluemoon

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Patreon Development Update 04-05-2021

Hello everyone, it has been a while… We plan on doing development updates every Friday no matter how small the update for that week is, this way you can more closely follow the development of Project Blue Moon.

Few quick notes, thanks to the support we get from you, our patron, we will be getting video capture cards and do upgrades to our computers in the coming weeks so to start recording proper gameplay that we can share to all our wonderful supporters. Streaming and recording handwear is expensive and you helped a great deal!

We have also converted a test version of Project Blue Moon to the new Unreal Engine 5 engine, suffice to say we are blown away with the new capabilities and cannot wait to implement the new engine with our builds, it really is a big deal.

Now... on to the update.

A lot has happened since the last update, mainly the integration of weapons and the new inventory system. We will focus on these today.

Inventory

Since the beginning of the development of Blue Moon we wanted to implement a grid-based inventory system, the system gives each item you wear pockets, meaning if you only wear trousers, you will only have a 4-grid inventory, each grid square is about the size of a large apple and each grid squire represents a pocket on those particular pants. Different trousers will have different grid sizes. You can also “Hide” various items, so if you do not want to wear a backpack you can simply hide the object while still wearing it.

The inventory system allows for “on the move modding” of weapons and equipment. If you loot a backpack or container, you can remove mods from the items contained in that container or only remove the items stored in a items pockets so to save space in your inventory, you can also immediately equip that looted mod on one of your items.

Weapons

Project Blue Moon will have a very wide range of weapons, both popular and newly designed, ranging from pistols to missile launchers to laser gatling guns. Each weapon has unique stats (Fire Rate, Damage, Accuracy, Noise, Range, Recoil) your character skills directly affect how you use these weapons.

Each weapon has multiple types of ammunition, ranging from regular to armor pursing incendiary rounds, and multiple mods each having their own scarcity and barter price point as in the wastelands everything has its trade-offs.

That is it for now since this update is already getting to long, if you have any questions about any of the above, please don’t hesitate to drop us a message and we’ll answer as soon as possible,

Anyhow, talk to you next Friday and we hope to have a game update date by then.

-Stark

Patreon Development Update 04-05-2021 Patreon Development Update 04-05-2021 Patreon Development Update 04-05-2021

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