Today I coded some of the gameplay. You now have an inventory, are able to shoot and reload a weapon, animations play when they need to, you can walk, run, and jump. The weapons code is done too. Its easy to add another weapon in the game, just give it a property. Other properties change how the weapons work. Range, damage, melee, etcâŚ
I will try to code in dialog, swimming, ammo, and optimize the code by tonight. Tomorrow should have a playable(ish) game.
We also created a few props, one of which is a water tower.
@HyperReal: Yeah sure. Right now the code is very messy but I will post it in a few days when its cleaned and optimized.
Update:
A nice one! I coded Terrain LOD. Differently then what you would think, it not only lowers the FPS hit, it also reduces the load time about to about half!
Here is how I did it. (simplified)
I coded a script that gets the landscapeâs vertices and writes them to a file. Now I can delete the landscapes (I dont need them anymore).
I also have flat plane that is exactly 10x as small as the landscape. The plane is subdivided for as much detail as I want. Now once I start the game that plane will be copied a few times around the player (so you can see stuff in the distance) but thats not the cool part. It moved the vertices of the flat plane to match the landscape! So using this you not only get a boost from not having all the landscapes in view at once, but the loading times are reduced because it doesnât have to load all the landscape files. Plus! the planes can have less poly count then the original landscape so I can have LOD, or an option for slower PCs.
I cleaned and optimized it pretty good, but I think I will wait on releasing this until its tested and maxed out on performance.
Ex.
Itâs a good way to talk. Iâm afraid I wonât be much help to you this week. I am finishing my last two mid year exams but after this week I have several weeks to spare.
After multiple hours of work I have the majority of a Glock 17 completed; however as I have no knowledge of animation, I am at a loss in relation to how to prepare the model so as that an experienced animator can simulate the firing of ammunition as correctly shown within the following video:
I also have flat plane that is exactly 10x as small as the landscape. The plane is subdivided for as much detail as I want. Now once I start the game that plane will be copied a few times around the player (so you can see stuff in the distance) but thats not the cool part. It moved the vertices of the flat plane to match the landscape! So using this you not only get a boost from not having all the landscapes in view at once, but the loading times are reduced because it doesnât have to load all the landscape files. Plus! the planes can have less poly count then the original landscape so I can have LOD, or an option for slower PCs.
That is interesting!
Iâll have to learn how to do that, otherwise my planet blends will be gigabytes large!
Nice project by the way! I keep my eyes on it (since I also am working on a space/sci-fi project).
Keep it up!
@ Linkxgl: Existence moved to the UDK awhile back. I now managing a team working on Existence and its coming along nicely, with a alpha demo scheduled in a few months.
The gameplay should feel like mass effect + fallout + generic FPS + oblivion⌠Hopefully
@ Kendrick: Not really. The art design is closer to modern day + a bit. That looks to futuristic. It should look more like this:
Update:
I textured a few of the props, worked on the lighting, and took a look at andrew-101âs dialog system.
Iâve essentially finished the modeling of the Glock 17, and due to my lack of skills in relation to texturing I have included the file below in the hope that a member of the team will texture the model. In addition, below I have included reference images/blueprints of the weapon.
@Excalaburr - That roomâs looking much better than before. I like the lighting - obviously a large portion is baked onto a texture, but is there an actual dynamic light in the scene? I think the walls could tile horizontally, though, just to make it feel more like thereâs panels on the wall.