[DEV] Character tweaking and prototyping

This week I updated the character , I wrote all the necessary base  code for allowing weapon reload functionality , sprinting  and health.  All the necessary code is now there.

With our latest prototype test we already started tweaking the movement values and have got them about right.

As a help i started writing down my current bugs in a small file so I can get around fixing them when needed.

[Dev] Prototyping

Hey!

This week we had to try out some quick AI behaviour, so we made a prototype were we could take control of a drone. This way we could set restrictions on the movement and behaviour our final ai should be.

We came to the conclusion that we wanted 2 types of drones. One that moves randomly around and one that follows a set path. After the drone sees a player he has to wait 1 or 2 seconds before chasing the player. This wait time is a “scan” to identify the player. It gives the player more breathing room to stay hidden.

After the player is found the drone will get more movespeed and will go to +-5m from the player and ten attack with a zap attack.

If the player goes out of the line of sight, the drone will move to the last known position and return to his normal beaviour after 2 seconds (if the player is lost).

Drones can float to a minimum of 1m above the ground to maximum tree height.

The player can shoot the drone, the first shot will stun the drone (circuit malfunction) for 1 or 2 seconds. the second shot will kill the drone.

 

This was our test for this week and what we’ve learned from it 🙂

Cheers!

Vermeulen Igor

[Dev] Unreal engine 4 and repositories, do’s and dont’s

We decided on using Unreal engine 4 because it would suit our game a lot more then Unity. However , we didn’t have any experience with using mercurial repositories and UE4 yet , so we went in blind.

Needless to say , after 1-2 weeks it felt like crashing into a brick wall.We hadn’t been paying attention to our bucket size , and suddenly it had grown to over 2gig , which is a problem , as bitbucket doesn’t allow repositories bigger then 2gig.

When i noticed that my pushes didn’t want to go through anymore , i decided to investigate and i came to the conclusion pretty fast that this wouldn’t be as easy a fix as you would think it to be. You can’t simply delete files and fix your repository in a further push , as you can not push anymore changes , the only option is to go “backwards” in time and fix your repository in an earlier not-yet-broken commit.

I managed to get our current push to around 50mb in size. However , bitbucket still does not allow this push to go through as we have exceeded 2gb , I fear we will have to start anew with a fresh repository , as i do not know how to revert these pushes.

[DEV] First Person Basics

Hi,

I’m Daan , the second programmer. I started work on the basic first person mechanics.

We wanted a semi-realistic firing mechanism with ADS implemented , I started on this and we already have basic weapon functionality , ADS also works , but there is however still a small bug with camera movement in ADS. Except for some small bugfixes , this is as good as ready.

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[Dev] Day and Night

Hello everyone!

This week i worked on a custom day and night cycle. Since one of our mechanics rest on the difference between day and night I made the cycle easy adjustable. You can set how long it stays day and how long it stays night (in seconds). Also how long it sunrise and sunset takes (important for us). Secondly we linked this cycle to our shader, which changes the environment in the switch between day and night.

What it looks like in the editor:

dayandnight

Linked to the shader:

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Cheers!

Vermeulen Igor

[Dev] Welcome!

Welcome everyone to the blog of our latest project. I’m Igor Vermeulen and I am 1 of the 2 game programmers in the team.

I’m very excited to work with everyone and I hope we can deliver a great experience with our game project. Our game idea can be found in the pitch document that will be linked somewhere on the site (sooner or later). In short our aim is to deliver an immersive horror experience, and I’m really enthusiastic about that. I’ve never done a game in this genre and I’m curious to see how it goes.

We opted to use unreal engine 4 for this project because we feel that our game’s graphical style will be put to it’s fullest use in unreal. This will also be a challenge for me, sine i have never used unreal engine 4 to program something. However, I am very confident that I won’t have a hard time adjusting to this engine.

That’s it for this week!

Cheers,

Vermeulen Igor