Tuesday, March 22, 2011

Gameplay / UI Weekly Update - Food Collecting Mechanics

This week I worked on the picking up food mechanics and they are finally working. In order to do this a new attribute had to be added to the antz_pawn class (our custom pawn class) and the pickup event for the pickup factory class was overwritten. Now each time a pawn touches the mesh for the food, adds the defined amount to his food attribute.

The end game mechanics have seen some progress. Doing some research I started modifying the CheckEngGame class, overwriting the events, but since I manage to set as peaceable some of the custom classes in UDK, I can work the conditions in Kismet now (The main menu and the ending menu have to be included in the map file, according to some tutorials I've been trough, this is why handling this conditions in Kismet is easier). If this conditions are managed by the map, functions and events of GameInfo class related to the game end, will have to be overwritten. I've managed to get the queen bot placed and spawned when the game starts and also to keep track of her health, but I'm working on ending the game and sending the player into the menu again.

This week I'll be working on this game-ending conditions on kismet and the creation of the custom class for the food pile (Which I'll set as peaceable too, in order to use the level editors trigger).

The image below shows in console, how every time the player touches the food (place-holder mesh at the moment), increases his food meter by 25, which is the amount for the package defined in the custom class as default properties.


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