Sunday 12 May 2013

Fixed firing location on weapon classes!!!!

Finally managed to find a solution to the firing location on the weapon classes!!!

I simply had to replace this in the weapon classes
(DysfunctionalWeap_BlunderBlade.uc and DysfunctionalWeap_BlunderBladeBot.uc):

simulated function vector InstantFireStartTrace()
{
    return GetPhysicalFireStartLoc();
}


With this beautiful selection of code developed by Frankycfurter (http://forums.epicgames.com/threads/961286-Projectile-is-spawning-in-the-wrong-place-on-link-gun) :

simulated function vector GetPhysicalFireStartLoc(optional vector AimDir)
{
Local SkeletalMeshComponent AttachedMesh;
local vector SocketLocation;
Local DysfunctionalPawn P;

P = DysfunctionalPawn(Owner);
AttachedMesh = P.CurrentWeaponAttachment.Mesh;
AttachedMesh.GetSocketWorldLocationAndRotation(MuzzleFlashSocket, SocketLocation);
return SocketLocation;
}


And here is the wondrous result in action:



by
    Mike Rowntree

Monday 6 May 2013

BuccaneerBots v0.3 - Updated Playthrough!

This updated play-through of the game now includes... enemies, cut-scenes and an end boss!


 
Enjoy and we look forward to recieving feedback!

A link to the build for you to play this for yourself will be made available very soon!


 by
     Mike Rowntree

Friday 3 May 2013

water texture

just a wave that comes out from rocks etc which come out of the water.

Updated Verne/Enemies


The updated texture on Verne needed reworking to have a similar color on his body as he did in an earlier version, I made these changes and threw together a texture for the enemy bots 'Randy' on top of the old one.


by
    Mike Rowntree

HUD

So after an entire week of trying to get this thing in we are unsuccessful.


We got it into the game but it just wouldnt work like it should. We have an entire .ini file written that should make it work but it does nothing. We dont know what is wrong with it and nothing seems to be on the UDK forums.


Monday 29 April 2013

Storyboard so far


Reorganising the content for the game...

Had to combine multiple packages into a singular resource to get the game to build. This should have been kept and maintained from the start however it's better late than never!


by
    Mike Rowntree

Sunday 28 April 2013

Public Build : BuccaneerBots v0.1b

Fixed the crash at first puzzle, an updated link to the fully working play-through installer for the game is below:

https://mega.co.nz/#!S8ABET4a!FLOLZlvTp0gzN59TkEuDCnyLuNsR9HfpfBoaq6NXyOA

Enjoy the game and we look forward to any feedback! :D

by
    Mike Rowntree

Public Build : BuccaneerBots v0.1-Alpha

It's finally here! A public build of our videogame BuccaneerBots is now available to download from the link below:

(link removed, crash fix en route!)

Many changes still to come but this is just to get it out there and see how it runs on various pieces of hardware!

Please email feedback of your experience to roonast@live.co.uk. Thanks everyone who partakes in playing this early alpha of our game!


by
    Mike Rowntree

Thursday 25 April 2013

Work Updates and what was shown at GamesDev

Heres a video of the content we shown at GamesDev in Cardiff (which was a fantastic night btw!) :

 
The feedback we got from people was great and it was a good experience for getting our game some public exposure. One of the best received features was the Map mechanic for the game.


The camera was changed for the GamesDev event and it definately improved the game experience however it still needs work as enemies to the left of the character create a disorienting feeling whereby you cannot see them too well.


The crash issue we experienced while showcasing our work was unexpected to say the least and has lead to a slight change in the cave. As a result I've had to bring it forward away from the crash location and block off the back area of the cave which was causing the crash when Verne turned to face the exit there while the HUD was enabled.

This crash did not persist when the HUD was toggled off for some reason.
When the logs were investigated they state that there is a Max number of kismet events being reached just prior to and at the time of the crash.


 
The contact shadows were addressed by utilising decals in the level which teleport to the relevant actors when spawned and teleport away upon death. This workaround had to be done due to consistent failing in getting dynamic shadows to work on the character. Steps involved in trying to fix this was adding/editing various parts of code (bCastShadow etc.) for the LightEnvironment and SkeletalMeshComponent none of which had any success.



The shooting animation for the character has finally been implemented into UDK however there is currently some difficulty in getting it to work in-game.


by
    Mike Rowntree

Sunday 21 April 2013

Post-Processing + Dialog Prompts + New Map Textures!!!

A bunch of updates from the past week or so:

No Post-Processing

(DoF, Motion Blur, Some Shadows/Highlight/Mid-Tone Editing)

No AA

FXAA

Dialog Prompts

Trying to make it 'Pop'


Video of In-Game Prompts + Post-Processing


 Hand-Made Map Texture A

Hand-Made Map Texture B

Updated Map Texture A In-Game

Updated Map Texture B In-Game



by
    Mike Rowntree

Friday 15 March 2013

randy, anims and viva





randy
more animimations

for the viva

Weapon Projectiles + Maps Updated, Hit Types Changed, etc. Viva Presentation Structure Idea



And presentation structure:

    - Title Screen / Introduction   
    - Game Synopsis/Definition/Description   
    - Game Treatment           
    - Target Audience              
    - Game Identification             
    - User Expectation              

    - Game Structure
        - Elements of Play
            - Objective/s          
            - Puzzle/Enemy Placement, Why? 
        - User Interaction
            - HCI               
            - Control Maps         
            - User Experience        
            - Cognitive Value       

    - Visual Design Proposals / Technical Knowledge/Skills

        - Level Design
            - Design          
            - Implementation       
            - Map Structure           
            - Level Flow           
        - Interface/HUD
            - Design           
            - Implementation      
            - Final Result          
        - Environment
            - Design          
            - Modelling           
            - Texturing         
            - Placement          
        - Characters
            - Design        
            - Modelling           
            - Texturing          
            - Rigging           
            - Animation          
            - Implementation     
            - Final Result           
        - Vehicle
            - Design          
            - Why it was cut? How it was still useful, narrative merit?
        - Map-based Puzzles
            - Design           
            - Implementation     
            - Final Result           
        - Weapon
            - Design         
            - Modelling        
            - Texturing          
            - Rigging           
            - Animation          
            - Implementation      
            - Final Result           
        - Particle Effects
            - Design           
            - Implementation/Purpose  

    - Testing Results/Feedback             - ALL are responsible to
                                obtain test data so
                                we each have an input
                                for this section!!!!

    - Project Plan (GANTT Chart)          

    - Conclusions                  

    - [Closing] Thank you for your time, we will now open the floor for
       questions/feedback while you have an opportunity to
            playtest our game.


by
    Mike Rowntree