Tuesday, March 15, 2011

Gameplay / UI Weekly Update - Canvas HUD and Food Items Framework

The clipping problems with the UI have been solved by now. Some rendering attributes for it have to be set in order to use them in every "draw" function later on.

I've received from Craig a basic layout of the UI, but since gameplay elements need to be incorporated in order to get to an alpha state, I've been concentrating the remaining gameplay features. We agreed on the last meeting that once all the this elements are incorporated, I'll send him an email with all the information that needs to be displayed, so he can create a UI texture to be used in the game. Right now all the information displayed is set on a class for easy access when we have the definitive version of the UI.

I've been working on implementing the food and the queen into the game. Food has been quite a challenge. I created a framework of (at the moment) two classes, one for the pickup features and other one for the food package itself. This framework allows me to customize all the possible features of item in UDK (mesh, spawn time, effects, rotating items, base or no base, etc.) and also the quantity of food that each one of the packages have. For this I'm sending an email to Craig in order for him to tell me about his idea of how this should be displayed.

Also, while I was programming this I came across the two possible mechanics for using the food: Having a device that will display a HUD to spend food in the desired resource (in this case the food will have been implemented as ammo for this device, I did test for this and it worked) or having a pile of food in the base colony, so you have to go back and put the food on it and then use it. The two alternatives where presented to the team on the weekly reunion and they agreed on the second one. Right now I'm working on implementing this alternative and also deciding how the food is assigned to the player and bots, since previous efforts (creating a new value in the default UDK pawn class) manages to crash UDK. The solution for this is the creation of the attributes, along with overriding functions to add and destroy inventory in the custom pawn class.

The second gameplay feature I'm working on is the queen. I've already mange to get a bot as a peaceable class, but once the game starts is not doing anything just standing still, this due to the AI problem that Mert mentions for the UDK December release. I'm recompile in the Nomvember release and see how it works. The modification on the "game end" function have started in order to get this as the definitive condition to end the game, but since this function has lots of heritage, a lot of backtracking has to be done.

I hope by this weekend to have this two features completely implemented.

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