2016 – What’s in store?


Sorry again for the long droughts in posting here, guys.  I’ll look for ways to make this website more useful, but right now most of my updating is done either through the forums, or youtube.  For example  my “contrib digest” is kept fairly up to date with my biggest ideas and work that I’m not too ashamed to show off.  The other stuff I just kind of brush under the rug and pretend didn’t happen 😉

https://forums.unrealtournament.com/showthread.php?14745 <-Contrib digest, check it out if you haven’t, and sub to my Youtube channel plorx.

I’ve been doing a bit less art related stuff lately, and focused much more on just trying to provide support to the community by answering questions, while I also learn some engine related things including gaining a better understanding of Blueprint which should hopefully help me transition more into prototyping.  There are countless reasons to learn Blueprint, as it’s the best way to communicate ideas from gameplay to visibility improvements, to gametypes, or even cinematic related things.

2016 is probably the year that we’re going to begin to see a little more polish going on and a little more hype start to build, January in particular looks to be a big month already with the game making a big jump in engine versions, from 4.8 to 4.11 which will improve both networking and cross platform among plenty else.  The next couple of months will probably answer some questions for me as to the future of what I am able to do with this game.

I wish to be able to continue providing support and helping to mold UT4 in a positive direction, but also need to make a living and living’s pretty tight right now, so… short of this being a paid job, which seems unlikely, there will be periods of inactivity, that’s just the way life is.  I doubt you’ll miss me much anyway 😉

But like that old Highwaymen song goes: “I’ll be back again, and again, and again, and again… and again…”

That’s the draw of Unreal.