Thursday, 11 March 2010

FMP? What FMP?

I have my design doc to get started on, but I've fallen in love with this map. It's getting quite frustrating now trying to come up with different designs for each building using around just 50 assets, even some of them are just the same assets, only rounded or shortened etc. Anyway, I've just hit the 5 million triangle mark, although only around 140,000 of those are unique. My FMP is starting to take a hit, but I haven't done any optimization at all yet, and a lot of assets are in view more then they need to be, so I'll fix that. Also, I need to get rid of the massive BSP wall's, they're just creating unnecessary lightmaps.











Tuesday, 9 March 2010

FISH AND BIRDS

FISH!



I know it might not seem like a lot, but this is a whole days work! It's currently using the fish model and code, but I'm going to change it to work for my birds so that I can have them flying around my new level as well as my Oasis showpiece, which means I can make it more than a screenshot.

Anyway, here are my 'flying' fish. Obviously it looks a lot better in water, and the node system allows great positioning.



BIRDS

Can't see them very good in this video, I'll upload another tomorrow.



Another Script Post

I'm trying to follow along with UT3 scripting tutorials, which probably isn't a good idea, but unfortunatly, that's what the Mastering Unreal books were written for. It's causing a bit of a headache trying to adapt it without pretty much any knowledge of what I'm doing. Learning Actionscript 3 definitely is helping though, the way classes and OOP work is practically the same really.

Anyway, I've made another mod, this time a mutator, which keeps regenerating the players health, if they aren't a bot and aren't in a pain causing volume. I had to change a few other files which weren't in the tutorial, but now at least I know how to make a mutator and implement it in UDK.

Ok. I'll script!

Ok, getting there. I know it's only been 1 night, but I'm already happy with what I've achieved. I managed to create the tutorial file (not a big deal, but getting UDK set up for scripting was a pain in itself!), after that I played around and built my own game type and pawn class and had a quick go with the controller class so that I could have bBehindView set to true. Now I'm trying to create a size scrolling camera. Unfortunately, the aim is still set to the middle of the camera and walking is harder then walking home pissed. I'll get there though, then I can make my Mario rip off, yeyyyyyy \o/


No, uScript!

I've played around with uScript once before, to make a simple mod which enhanced certain weapons damage, but I could never really get into it. However, with me working more and more in UDK, I thought I'd give it another shot. I really want to do a platform type Mario game, real simple graphics etc, just something fun. It also isn't going to hurt to be able to add uScript to my CV

Anyway, this was a tutorial, but I learnt a lot from it. This gives information about an object the player is looking at when they press fire.

Sunday, 7 March 2010

Lost Defiance

My FMP has really taken a back seat these last two weeks, I know I need to work on it, but I just need a break....an extended break from it. I've been wanting to use UDK for ages, I started making a fun Indiana Jones type game, but I needed something I could stick in my portfolio, something that would stand out. So I had a look through the assets as I really didn't fancy making anything of my own. The only real assets were these desert rock type meshes, so after a little think and a search through Google, I decided I would make something Egyptian, preferably ancient. Another look through Google and I came across this artists sketch of a city. It wasn't exactly 'artistic', just a sketch more than anything, but I thought the layout was perfect. I decided to push myself, and the engine, and see what I could create. I'm using every trick I can to keep frame rate up, and it so far has only dropped under 60 (to 58) once, and I'm sure when I'm finished I'll be able to keep it above 60 all the time.

Anyway, here are some pictures. The city is only about 30% finished, that's without the extra deco layer, plus all the tweaking, fiddling, etc etc.


Half of the city outskirts will be big rock mountains, hence the name of the level. At the west side, where the rock is, there will be a big colossus structure which the river flows under and 2 paths will run through, which is how outsiders would get to the city. The other side I need to give the illusion of going on for miles, which I can do with some tall buildings etc.

Forgot to mention, I'm not sure how many individual objects there is, but there is over 3 million triangles now in the scene, but only 125,356 of those are unique, meaning it runs like the clappers still! \o/

Tuesday, 2 March 2010

100th Post

Woo....


Enough celebrating, I need to get back into my FMP, I haven't really worked on it that much over the last few days. Instead I've been doing a few other things, firstly I finished my Oasis showpiece, then I started a Indiana Jones type level in UDK, which is going to be a timed assault course using physics and other fun assets. That's just something fun to do, and it will be a laugh to see everyones times. I also decided I wanted to try and challenge myself to see how fast I could make a map, so I gave myself 12 hours and I used UT3 to make a speedmap. This is what I ended up with, it may seem a bit bare in places, but it has the core gameplay element which is main thing, the extra time would just be made up of adding extra polish and deco.