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



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