For this project, i decided to volunteer myself for a huge pile of work, consisting of the brunt of the game mechanics and such. SO, i'm responsible for the following things:
- Greyboxing of the main level
- Gameplay Scripting
- Make the game a sidescroller
- Make the character jump a reasonable/balanced height
- Make the character hold a custom weapon
- Make this Weapon a MELEE weapon
- Make the mesh easily replacable.
- Make a Throwables/collectables system with Kismet!
- Make the HUD/Visual Interface.
As for all of this, here's my Status Update, as it would be:
- Greyboxing
- Due Date: 15/11/2011
- Progess: I haven't done very much yet, due to the fact that i'm polishing the mechanics currently to get everything working correctly. I'll be working on this friday mostly.
- GamePlay Scripting
- making the game a sidescroller DONE!
- Due Date: 11/11/2011
- Progress: This is finished. The game is now a working sidescroller, with a working camera, and locked movements (left and right exclusively, as a sidescroller should be)
- make the char. jump a balances height DONE!
- Due Date: 11/11/2011
- Progress: This is also complete for the moment, and i seem to have made a very nice, balanced jump height, but depending on how the greyboxing/Level Design will go, i may need to tweak it furthur, later on.
- make the char. hold a custom weapon
- Due Date: 11/11/2011
- Progress: This is currently the thing i'm having the most trouble with, because the scripts are being strange as far as socket management goes in UDK, and this is currently my #1 Priority as far as scripting goes. As far as things go now, once this is done, i'll be able to peacefully do my Level Designing and Greyboxing :)
- make a MELEE weapon DONE!
- Due Date: 11/11/2011
- Progress: As a side note... i'd really like to point out that i have to do a lot for 11/11/11. How symbolic lol... ANYWAYS... This is actually finished, so far, and to be honest it works very well! I had to program this one myself, and took little pieces of other scripts and integrated them together so that they work well. The result ACTUALLY worked. and i have made "Designer Variables" for the range of the swipe, the damage dealt, and the frequency at which the swipe can be used (more commonly referred to as "Rate Of Fire") Though you cannot physically see the weapon (which i mentioned i'm working on, above) or the swipe (that will come later, once JF does the animations) the damage is there, and the test AI that i've set up dies the moment they're within range and the weapon is "fired". Can't wait to get the anims working to get a NICE visual feedback, as opposed to a purely functional one.
- make the character's skeletal mesh replaceable. DONE!
- Due Date: 11/11/2011
- Progress: Thanks to my experience with Aliss and the How-To Tiago gave me last semester on the subject of making Custom Skeletal Meshes in UDK Scripts, this was actually the first thing i got done, and was, to be honest, quite a nice big piece of cake :D Thank the lord for that!
- Making a Throwables/Collectables system in Kismet
- Due Date: 21/11/2011
- Progress: I haven't started this yet, but I have a VERY good image in my head of what the Kismet will look like for it. I'll be using an Integer to calculate how many throwables i have in my "Inventory". Whenever i'll pick up a projectile in the level (just a mesh with a trigger on it) My system will add one to the integer's total, thus increasing the amount of objects in my inventory. Then, i'll be making an emitter, which will show a throwing animation of the object. Everytime the emitter is triggered, a projectile will be launched, and the integer will get a -1 showing.
- Making the HUD/Visual Interface
- Due Date: 22/11/2011
- Progress: Scaleform. Nuff' Said.
Ammendum to come with photos and visual representations of everything to be done for constraint 3 :D
Hope you didn't tl;dr at this epicly long post.
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