Monday, February 28, 2011
Level Design
Tuesday, February 22, 2011
Gameplay / UI Weekly Update - Custom Character Framework
I just changed this to the assets that the UDK comes with, since the inclusion of a custom mesh is easy, but it would only float around, because the rigs for the pre-defined animation sets are very specific about the mesh that they use, so when you try to add this to a custom mesh, it just doesn't work, or in some cases, crashes UDK. In order to prevent this when Craig is creating the rigs for the models, I sent him a tutorial with a guide of the different parameters that has to be considered.
The creation of the custom character included a function in the "Game" class, that would set the defined parameters for the mesh, and for all the custom meshes that we would have in the game, the corresponding function would have to be created. Doing a little bit more of research I came across the "FamilyInfo" class, which allow me to set parameters to a group of characters and even assign more specific ones, like assigning the team and team specific parameters. This would be really helpful in the gameplay programming.
Finally, this second way of doing it, will allow me to get rid of the function in the "Game" class, the only needed modification was to set our custom "FamilyClass" as a default property in the "PalyerReplicationInfo" class.
The goal for this week was to create a framework that would allow to include into the game the custom characters that we will have and it was successfully completed. This week, I'm working in a simple UI for the game.
AI
Also, even tough my patrol bots are now working, they still need improvements. They shout you without stoping their patrols. That can be good for dodging attacks but still that behaviour makes their movements easily guessable.



Monday, February 21, 2011
Sunday, February 20, 2011
Sound log 2
A standard voice has been chosen for the main character (player), sounds like a teen but not too thick or too thin. The character sound effects will continue to have the same pitch throughout the game such as when the ant jumps, get hurt, fall form heights, gets shot by enemy ant etc.
other features tested are attenuation and ambient zone sounds.
a video will be uploaded shortly.
Tuesday, February 15, 2011
Level Design – Log III
So far the level which I have made is bigger than the first. The whole level is made, with the game play mechanism in my mind. I have created hideouts for the Non Playable Characters to spawn and have the element of surprise. I have made use of the Geometry mode available in UDK to give some sloppy surfaces. At certain part, the whole level has the ups and downs which give much more realism. As this is a termite colony, the level goes from top to bottom rather than on the same plane. Efficient usage of space is also considered while making the level. At the ending part of the present created level, rooms are deployed in between the inclined plane (staircase). With such a kind of level creation, it gives the player multiple options to move around.
As the level has to be tested, neither mesh nor texture has been added. A bug which has been found, is what I am working on.
Weekly Overview
Art
We have yet to get our first character model finished, they take a lot of work! However, we have some nice texture concepts to show off.
This first one is for a cave drawing the ants have made within their tunnels.
And now, our first look at the outside world in our final concept stage!
As you might surmise, we're going in a fantasy direction with the outside world. We've already suspended reality by having ants that shoots guns which real ants never do, as far as us humble humans know, and so decided to carry a bit of that feeling into the look of the world. Also, if you think about it, the real world might look incredibly boring from an ant's point of view. We would end up with large green grass pieces everywhere and you might not be able to discern what a given object is supposed to be. Could you identify a tire if you saw it from a very small perspective?
Gameplay and AI
Both of these areas have made good progress this week. The AI has run into a bit of a wall with a possible set of bugs in the release we're using. More research will be done to see if we will have to update our version of UDK. Over in gameplay, a lot of scripting work has been done to thoroughly understand what is possible. A lot more details about gameplay progress can be found in this week's gameplay post.
Level Design
As I mentioned before, a prototype of the next section of the first level has been created. It is much larger than the first piece, which consisted of only three rooms. This piece has many more, and is much more diverse in terms of possible directions for the player to take, hiding locations, and has multiple floors. Unfortunately, it is currently untextured making it rather hard to look at. We'll have more pictures for you next week. In running through the level, I discovered a rather amusing bug. It seems that the geometry of the level is not quite aligned with the grid, meaning the current AI cannot successfully pathfind. The ultimate result of this is that the AI continually suicides, making for a rather large pile of bodies.
Just for kicks, I added a second bot. The result was somewhat predictable.
Obviously, we'll get this fixed for next week. Oh well, just goes to show that no one gets it quite right the first time.