Monday, 28 November 2011
Saturday, 26 November 2011
Wednesday, 23 November 2011
Regeneration Coding
class CustomPawn extends UTPawn;
//check if player is in volume
var bool bIsInVolume;
//Regen variables
var float ElapsedRegenTime;
var float RegenAmount;
var float RegenTime;
simulated event PostBeginPlay()
{
super.PostBeginPlay();
//print to chow code is working
`Log("USING CUSTOM PAWN CALLED CustomPawn.");
}
public funtion CheckInCover (Pawn Other)
{
if(Pawn.PhysicsVolume.bIsInVolume == true)
{
Timer();
}
}
function Timer(float DeltaTime)
{
//calculate elapsed time
ElapsedRegenTime += DeltaTime;
//has enough time elapsed?
if(ElapsedRegenTime >= RegenTime)
{
//heal the Pawn and reset elapsed time
HealDamage(RegenAmount, Controller, class'DamageType');
ElapsedRegenTime = 0.0f;
}
}
}
class RegenVolume extends PhysicsVolume
placeable;
//the event that checks if the player is touching the cover volume
event PawnEnteredVolume (Pawn Other)
{
//check if customPawn has entered the volume
if (CustomPawn(other) != none)
{
//sets bIsInVolume to true
CustomPawn(other).bIsInVolume = true;
}
}
//the event to check whether the player has left the volume
event untouch(Actor Other)
{
//check if customPawn has left the volume
if(CustomPawn(other) != none)
{
//sets bIsInVolume to false
CustomPawn(other).bIsInVolume = false;
}
}
defaultproperties
{
}
//check if player is in volume
var bool bIsInVolume;
//Regen variables
var float ElapsedRegenTime;
var float RegenAmount;
var float RegenTime;
simulated event PostBeginPlay()
{
super.PostBeginPlay();
//print to chow code is working
`Log("USING CUSTOM PAWN CALLED CustomPawn.");
}
public funtion CheckInCover (Pawn Other)
{
if(Pawn.PhysicsVolume.bIsInVolume == true)
{
Timer();
}
}
function Timer(float DeltaTime)
{
//calculate elapsed time
ElapsedRegenTime += DeltaTime;
//has enough time elapsed?
if(ElapsedRegenTime >= RegenTime)
{
//heal the Pawn and reset elapsed time
HealDamage(RegenAmount, Controller, class'DamageType');
ElapsedRegenTime = 0.0f;
}
}
}
class RegenVolume extends PhysicsVolume
placeable;
//the event that checks if the player is touching the cover volume
event PawnEnteredVolume (Pawn Other)
{
//check if customPawn has entered the volume
if (CustomPawn(other) != none)
{
//sets bIsInVolume to true
CustomPawn(other).bIsInVolume = true;
}
}
//the event to check whether the player has left the volume
event untouch(Actor Other)
{
//check if customPawn has left the volume
if(CustomPawn(other) != none)
{
//sets bIsInVolume to false
CustomPawn(other).bIsInVolume = false;
}
}
defaultproperties
{
}
Monday, 21 November 2011
Tuesday, 15 November 2011
Ship Blue Prints
As we have stated we are going to have a ship at the beginning of our level, we decided to research a number of different types of ships.
Regenerating UScript
I have looked at regenerating in UDK. There are kismet setups, but I would rather edit it in code.
I have come across some mods, these have not yet work as the mod was for UT. I recently found an edited version for UDK, although compiling the scripts produced a .u file it had no effect in the editor to regenerate outside the watervolume so I them posted on the forums.
I have come across some mods, these have not yet work as the mod was for UT. I recently found an edited version for UDK, although compiling the scripts produced a .u file it had no effect in the editor to regenerate outside the watervolume so I them posted on the forums.
Sunday, 13 November 2011
CheckPoint & Camera Change
Just a simple tester video showing how the checkpoint system will work. At the moment it is activated by trigger the player hits, but it will hopefully be change to an object that the player will drop and by doing so active a checkpoint.
Also the next video is a test for a new type of camera system, 1st person to 3rd person. This would work in game by having the player play from a 1st person view will in the mazes/tunnels and then have it change to a 3rd person view when they are solving puzzles.
At the moment the camera change only works one way, going throw. However this will hopefully be fixed really some. Also the camera pops out of the environment, this is a problem as the camera doesn't seem to recognized that it shouldn't go out beyond the walls. I have a few ideas on how to fix this and will hopefully have it up and running the right way some.
Wednesday, 9 November 2011
Tuesday, 8 November 2011
Character Colour Concepts
I decided to do a few iterations of the character. We then narrowed it down to a few and chose this one :
Using this palette I designed a few iterations of the characters wetsuit.
Sunday, 6 November 2011
Underwater Time
Underwater time extended but when the players head is out of the water damage does not keep going down.
I have considered removing the HeadVolume if from the player controller to look like this
line 4454:
if ( Pawn.PhysicsVolume.bWaterVolume )
{
Pawn.BreathTime = Pawn.UnderWaterTime;
NewState = Pawn.WaterMovementState;
}
but that does not seem to work.
So I have posted a post on the forums to see whether any one can help.
I have considered removing the HeadVolume if from the player controller to look like this
line 4454:
if ( Pawn.PhysicsVolume.bWaterVolume )
{
Pawn.BreathTime = Pawn.UnderWaterTime;
NewState = Pawn.WaterMovementState;
}
but that does not seem to work.
So I have posted a post on the forums to see whether any one can help.
Tuesday, 1 November 2011
Re: Game Idea
The player enters the a merchant ship, which has crashed, at the beginning of the game. The level will begin with walking and then as the player travels further down into the ship there will be water. The player will become trapped in the ship needed to find a way out. The ships corridors will be like a maze. Located on the ship will be first aid kits and in these heat discs.
When the player escapes the ship through a hole in the hull the player enters the cave system, which first opens up into a large cavern. The player must hop out of the water and back in to proceed further in the level, thus showing the player that they heat up when they are out of the water.
The player then enters a maze, each maze will end in a cavern where another puzzle will need to be solved. One cave system maybe where there is lots of stalactites and the player must weave in and out of them, finally coming face to face with a wall of them and the player must use a heat flares to melt them to continue.
Puzzles:
The player enters a cavern which is frozen and he/she must place a heat disc on the ice to melt away a tunnel through the ice to get out of the cavern.
The player must melt an ice waterfall to increase the depth of the water to reach a high tunnel.
There are two caverns side by side, there is oil on top of the water. The player must light the oil return to the other cavern and empty its contents. This will then raise the water level in the other cavern allowing the flames to melt the ceiling so the player can escape the caves.
Possible lighting:
Tag lines can glow showing where heat discs have been dropped by other explorers (or the survivors from the ship wreck)
The crystal stalactites may glow.
When the player escapes the ship through a hole in the hull the player enters the cave system, which first opens up into a large cavern. The player must hop out of the water and back in to proceed further in the level, thus showing the player that they heat up when they are out of the water.
The player then enters a maze, each maze will end in a cavern where another puzzle will need to be solved. One cave system maybe where there is lots of stalactites and the player must weave in and out of them, finally coming face to face with a wall of them and the player must use a heat flares to melt them to continue.
Puzzles:
The player enters a cavern which is frozen and he/she must place a heat disc on the ice to melt away a tunnel through the ice to get out of the cavern.
The player must melt an ice waterfall to increase the depth of the water to reach a high tunnel.
There are two caverns side by side, there is oil on top of the water. The player must light the oil return to the other cavern and empty its contents. This will then raise the water level in the other cavern allowing the flames to melt the ceiling so the player can escape the caves.
Possible lighting:
Tag lines can glow showing where heat discs have been dropped by other explorers (or the survivors from the ship wreck)
The crystal stalactites may glow.
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