[Dev]AI-Continued

Hey everyone!

This week was kind of a crunch week for us since we had to do a LOT to create the gameplay we actually wanted.

The first thing I changed was the Day and Night controller. It’s now more accurate and also controls the light intensity. This way it can be really really dark at night 🙂

Second thing is this guy:

drone

I updated its software a bit and he is now capable of:

  • being stunned on ax hit
  • reacting to the player when he shoots
  • scanning the player
  • shooting the player
  • surviving bullets up to 4 hits
  • making annoying sound when he spots you

I also improved its lens and scope so he won’t lose track of the player if he is on higher ground (I reworked the way the drone sees the player, so it’s more accurate).

All these changes give us the gameplay we are aiming for. It’s going to be a mix of stealth and surviving to find your way throughout the forest.

That’s it for this week!

Cheers,

Vermeulen Igor

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[Art / Dev] Gameplay and hands

Hello there!

This week I have spent a lot of time working on all kinds of stuff.

I’ve added several effects and sounds like shooting, walking, running, hitting a drone, drone hover sound, drone laser, ambient sound, …. All to add more atmosphere to the game.

Secondly, I have added tons of gameplay features. Such as killing, dying, collecting, drones can now fire a laser and HUd elements to indicate health, collected items, death screen, camera shake effects, blood when damaged and more!

I have also worked on the first person hand models. Made several animations and implemented everything in unreal. The animations still have to be blended and the weapons are currently placeholders. But the big framework is all done. All that is left now is to make the weapons look nice and add more of them and add new animtions.

screen

Then I have also started work on a random spawn system for every object in our game. Depending on the object type (Hot spot, weapon, enemy, tool, collectable,… ) they will all spawn in one of hundreds of random locations. Hereby creating a completely different game experience each time the map is generated.

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I have also add several visual indicators for the editor we work in. Such as path node direction and links that give a very clean way to see which paths we have in our map.

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It’s been an extremely busy week for the game. But with some great results.

That’s all for now. 🙂

[Dev]Rock-Solid!

This week was a big one , everyone stepped it up and put out a lot of work to try and get a solid prototype. I’ll be keeping this short though.

The biggest features i’ve added are the ability to throw rocks to distract the drones and reload functionality for weapons with a correctly working UI.

The rocks are made out of a child class called thrown , this way we can still make other thrown items and implement them pretty easily, because they are completely independent from the character. As soon as the rock overlaps with anything it simply disappears  and distracts the enemy drones in a certain radius.

Reloading is pretty straightforward , there are 3 main values. Clipsize , AmmoInClip and AmmoInBag.

On another note , i have been working with the artist makign teh animations to get them working correctly. As for now i hardcoded a pretty barebones fix to get animations to run decently. We do however still need to get these animations in blendstates so we can cleanly get from 1 to another.

 

 

 

[ART] Map decorating

Hi,

This week I created some more foliage models for our forest scene as you can see in the image below.

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I also started our final map with scenery.

The level size at the moment is pretty small but big enough for a demonstration of our game play.

Here’s how it looks in game.

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Apart from that I created a map overview of our game with the different biomes.

The little area in the middle Shows how big our playable area it at the moment.

The black lines represents a railway.

map

And here’s what it looks like in game.

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Christophe Degraeve

[Dev]Weapon switching , yey!

The last two weeks i started looking into the ability of having multiple weapons and switching between them. I rewrote most of my basic weapon code and replaced it into a base weapon which just contains a bunch of empty functions and the necessary variables for the weapons. Every weapon inherits from base weapon ofcourse.

I also started work on a melee weapon , for this i just added a simple collider in front of the player character , upon “firing” your melee weapon actors inside this will get checked and dealt damage to accordingly.

Sprinting has also been fixed.