I was thinking on how my mission should work, and I had few ideas. I would lie it structured like this. 2 fight, against the same guard, within few years of distance in-between.
First day of prison, you argue with him and during the night (so I don't have to create all the prison inmates but I can fake them) I fight with him, winning but getting tazered and ending up in isolation, or something fancier like "the hole" or some bullshit like that.
Second, I'm in my cell and the boos of the prison request my presence and he tell me that the same guard (vinnie?) has gone too far and that he need to be killed. Escape from the window, find him in a room after I jump around on the roofs (an hidden part) and I kill him, first I beat him, then I shoot at him.
Sounds cool, but think it its one thing, make it its another.
In the meanwhile here it is a fast sketch of the main character meeting with the boss(italian mobster stereotype).
sabato 31 dicembre 2011
Level Up!
Well after I did the modifier for the strength that change with the level up, I did not stopped there, and changed also max stamina, now I m gonna do max health, and I was also thinking on creating a modifier, like the one I did for the damage, but this time for the speed of the animation, even if it would be infinitely smaller than the one for the damage, which its already smaller than 1.
Why?
Yesterday night, around 4 I had the idea to try (once woken up) of multiply the damage done by the jab, to a variable(from another class) that increase of a 0.1 every time I level up . This mooring, I tried, and it should be fairly easy, considering the fact that I ve done it tons of time. But this time it gave me and error that I had before, but this time the same solution did not work. I ve posted a tread on the UDK forum, waiting for an answer.
BTW
Happy New Year!!!!
venerdì 30 dicembre 2011
First Look into my map
A really fast creation to think of the shape of my level, this one of the first iteration, and what I get from this particular map is:
Think there are to many cells. the corridor is about the right wideness, I worked a lot to trying to get that claustrophobic feel, of course I ll have to work for it a lot more. Ill need to put plenty of static mesh, but I think I have time for that.
I 'm missing lot of stuff, but its going good
giovedì 29 dicembre 2011
Vinnie the sequel
I ve done a really fast sketch using a picture of him as reference and drawing on him a prison guard (something like that) suit. I think he could be awesome as a bad dude, crooked guard, that try to brake you once you get inside the prison. Would actually give some kind of story to the demo\game I'm supposed to do.
Cover system?
I ve found on the internet a really interesting tutorial. Rather than a tutorial it is the script files for a cover system. I always wanted to implement a proper cover system in a first person game and see how it looks. I always have been willing to try to make one that actually work, different from what I ve seen until now in all the games I ve ever played. As said, it would be really interested, but I ll leave it for the end, as an extra because for the moment it is not essential for my game. Anyway, ill try it, later on.
Vinnie?
I ve been creating concepts for my enemy, which I want to be a prison guard. I ve been looking for reference in actors, and at one point I just bought of Vinnie Jones, which always act as a though dude in his movie, and pretty sure he is the same in real life. The fact is that his aspect would work kinda great for my crooked guard, which I ll have to beat in my level. I ll start to do some sketches. Letss see how it goes.
Render to texture
I have created a Security camera prototype, which was pretty straight forward to be honest, basically I just used a Render to texture, nothing special. The other test is for a local multiplayer, which works, but have a major problem. If I try to lock on the second player, it just does not locate as an enemy. I ll try to fix it. Also, in the split screen mode there are the HUDs, which are gonna leave. Also, for the moment I need to put a line of code in the console, I ll have to check on how to do that.
mercoledì 28 dicembre 2011
Hair styles
I ve been researching for hair styles, taking as a reference different culture, actor or just photo founded on the internet. I ve been also looking from the sportive world, in fact there are plenty of different famous athlete in different sports that are from mexico. One of the is extremely mexican (at least in my opinion), but I do not like it.
I have a precise idea for the body, which I would like kinda slim, not bulky or excessive muscly. Also the tattoo research keep going.
I have a precise idea for the body, which I would like kinda slim, not bulky or excessive muscly. Also the tattoo research keep going.
A possible arena mode?
Looking on the internet, I ve found a 2 local player tutorial, which I could use to actually have an arena mode in my game. It would actually be cool to implement something like that, like story mode and arena mode. This code would actually divide the screen in two. I would have love to try it today, but I need to focus on the visuals now. Also I ve been working on dissertation today. So Ill probably leave it for later, something around end of january.
Beard Styles
I ve been thinking on how my main character should look like, facial hair wise. I ve been drawing different styles of beard, whit a single hair look which is the one that I ve in mind for my character. It has to actually look like a mexican fella, so the facial hair actually is kinda of a big deal. These are just few sketches.
For what concerns the hair, I have few sketches but on paper, due to the fact that I don't have a scanner, I ll drew them again on Photoshops.
P:S: "interessanti" means interesting. Does not take a genius to get it, but....just to be sure.
God Bless Bools
Another update on my control system I actually created the main function that will apply to all the other fight move. This all thanks to a series of bool that detect if I'm in a certain mode (attack) or if I'm pressing a particular button, it will activate a bool, that will modify my whole command, giving me the opportunity of having 2 different sets of attack! and a third set of normal thing, like jump, use, and whatever pops in my mind. Now It's time to start properly with the design and the visuals.
martedì 27 dicembre 2011
Contextual Binding
Today I made possible to have more bindings to a particular button depending on the context they are used in. Now my J button have 2 different function binder to it, actually it's just one that call a different function based on a bool that gets activated only when the player it is in Attacking mode(bool), so hell yea, another victory on script
lunedì 26 dicembre 2011
Crosshair
I was finally able to disable the crosshair, which sound easy and stupid, but it actually took me a while to discover ho to do it. The biggest thing in changing it was the fact that it is not in the normal script but in a ini file, defaultEngine. Or was it DefaultGame?
Whatever, now looks as I wanted it.
Whatever, now looks as I wanted it.
Kinda Free Running??
The other day I found a tutorial on how to implement some sort of free running style, which is really cool.
I ve tried to implement it, and even if I used a different animation, (fake death something) it look pretty cool, and it works perfectly with my custom real first person camera. It work only thanks to an actor. But it is customizable and really useful. So,hell yea!!!
I ve tried to implement it, and even if I used a different animation, (fake death something) it look pretty cool, and it works perfectly with my custom real first person camera. It work only thanks to an actor. But it is customizable and really useful. So,hell yea!!!
sabato 24 dicembre 2011
Here we go!
And finally I was able to create a punch!!! I'm currently using the default animation "Taunt_something" and it work pretty good. I surely need to tweak it properly, but I'm actually happy. For this video I ve pumped up the amount of the momentum, thats why the dude is flying away, something that remind me of Dragon Ball, which is cool as hell!
The next step is now, create the other punches and fix some minor problem, like the fact that even if I do not punch , but touch the dude he will jump miles away anyway, just need to put the "trace" function to be called just when I punch.
mercoledì 21 dicembre 2011
Guard On!
My guard system perfectly works now, I do not have Fraps on my computer at home, neither internet (which is ridiculous) atm. ASAP I ll have internet again, download Fraps, create a video and then post it! The cool thing is that it works with the press ion and the release of a button (G at the moment), so it actually work like a proper guard. God I'm Awesome!!!
Here we go with the video
Here we go with the video
lunedì 19 dicembre 2011
Script Advances, straight out of Italy
I was able to implement a guard system which actually make the player to take half of the damage he is supposed to take. Or at least it should, I'm not at this point able to say it it is actually working or not, I ll keep looking into it. But today I also learnt how t call particular variable from script that extends to another script family. Hallelujah
mercoledì 7 dicembre 2011
Eureka
I was finally able to do almost all the mechanics in my game. It actually start to look kinda cool, at least in my opinion. It is starting to take shape as I intended it. Here is a video of my mechanics that I have done for my game.
The next step is, be able to have a working punch in game. I m really happy to see that now a lot of my mechanic are working properly, this totally deserve a drink (or a series of drinks) in town.
lunedì 5 dicembre 2011
He is ALIVEEEEE!!!!!!
He is alive indeed!!! He is alive, but not at his best to be honest, in fact for the moment I m just testing. Looke all fine at start, everything seemed cool and then something happen.
This Happen!!!!!
To be honest I know why it did that. In fact I exported the skeletal mesh from maya with the wrong orientation. I tried to do it again, really fast just to check it out, and I'm not willing to show picture of that abomination on this blog. After I checked where the sockets where and I found out that the feet socket where, somehow, at the height of the hips all on the right. I believe I l be able to fix everything really easily, doing the weight of the mesh and importing it in UDK once more. No problemo!!
I defeat the system!!
Today, after months of desperation and failure, I was able to beat the script. I was able to create a first person camera, which is not big deal, but it has the body awareness, so it is pretty sweet! It is not perfect yet, but it is cool as hell!!! Once my animation system will be implemented everything will look amazing!
Keep in mind that the gun it is going to disappear!!
Keep in mind that the gun it is going to disappear!!
It would have been a lot easier to notice if it was an actual video, but I did not manage to use fraps, I will for my pitch. Finally I had some satisfaction with this damn scripting.
domenica 4 dicembre 2011
Would this be called procrastinate?
I know it sounds ridiculous but I can't get my mind on the color of the frigging walls!!! I want something kinda dark, but all my research and reference say that they usually have two colors (the walls), and that they are quite light. This due to the fact that different color affect the mood of the people that look at them. It is not that important for a bank, but it is in prison where people cold easily spend 20 hours looking at a wall.
sabato 3 dicembre 2011
Prison? Jail? Penitentiary Institute? whatever
Little concept for some of the elements of the jail, I need to create a new one to finally decide the colors of thew walls inside the prision, I like withe-green but it is too relaxed, ten if with those coulur I could improve the dirty look (easier to se stuff on withe that a really dark color ). Next wee its gonna all be on the script and the working mechanics, If they won't work I ll use maya, but I prefer give something to see that actually works. I ll try with the real FPC, with body awareness . Hopefully
venerdì 2 dicembre 2011
Game Concept
This is a concept on how I intent my game to work. Different kind of punches, and avoiding too much movement in the camera. The "Guard" is the stance that change once the fight begins.
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