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Wednesday, 29 May 2013

Objectives #4


My melee weapon has been fully coded and textured. It works on a collision detection system making it very accurate, if a little resource intensive. I used the unreal X editor to generate the classes and then tweaked them to behave like a melee weapon following this tutorial http://forums.epicgames.com/threads/915761-UDK-Melee-Weapon-Video-Tutorial


I've also sorted the lighting out and added a little more detail to the environment. Sadly I haven't finished the map but it's time to move onto the XNA because I'm not sure how long it's going to take to implement the features I have planned. If I have time afterwards I'll add some polish to the level before I package it.

To reiterate my final milestone is:

Final Milestone 30th
Enemies, score and menu added to 2D game and then complied into an exe.
UDK level cooked and packaged (hopefully with a little more polish)

Monday, 27 May 2013

Objectives #3

Final Week



Here is a screen showing some of the new static meshes I've added to make the level less bare, provide some cover and tell a story. The barracades show that this was some kind of military checkpoint or stronghold. I added the girders to the roof to break up all the empty space that existed there. One of these has snapped, probably due to a stray rocket, and come crashing down. The bullet-proof glass of the door is blackened and so is the area around it indicating someone tried to blow it up. Both the glass and the soot decal are pre-made UDK materials.



Above is a screen shot of a kismet sequence that spawns and controls some simple unreal tournament bots. It spawns them when the level is loaded, works out whether they should shoot or not based on a trace of the path between player and bot for obstructions and allows them to randomly move between pathnodes. I followed the tutorial below to create this.
http://www.worldofleveldesign.com/categories/wold-members-tutorials/petebottomley/udk-01-how-to-spawn-bots-in-kismet.php
Unfortunately the system only seems to work flawlessly for one bot. After selecting multiple bots to be spawned by the actor factory I have found that roughly half of the bots behave as intended while the others either stay where they spawn or move to one pathnode and remain there without firing. Disappointing although as long as I spawn plenty of bots the level should still be challenging.



UDK

Implement sword weapon!
Try and fix AI
Finish lighting


Xna

Enemy
Score

Next Milestone 28th
Sword weapon implemented, AI fixed, Level polished

Final Milestone 30th
Enemies, score and menu added to 2D game. UDK level cooked and packaged

Monday, 20 May 2013

Objectives #2



UDK
Animate doors
Concrete barricades
Better lights
Fog
Barrel
Particle fire
Blood and soot decals
Enemy spawns

XNA
Menu implemented

Next milestone 25th
Semi finished map with most assets, off the list, imported. Enemy spawns set up to trigger and doors animated.

Wednesday, 15 May 2013

Objectives Last 3 Weeks #1

UDK

Environment mapped out with BSP brushes
Concrete and tile textures for general surfaces
Crate
Animated glass blast doors and archway
Animated metal door
Static metal blast doors

Next milestone 18th
Roughly laid out map with textures and some static meshes. Doors imported to be animated with matinee.