Thursday, July 22, 2010

New idea?

Hey, I'm glad everything is coming together nicely. I haven't attempted to re skin the character yet but once I have a good amount of free time I'll get right on it. I'm really excited about what Brads been doing with the menus and I think we might take full advantage of all that.

As far as the game setting and story, I was and am still kinda hesitant to controlling robots, or anything for that matter. I dunno why but I get the feeling they wont behave properly or something. Also the whole concept reminds of another game Overlord and Overlord 2. I just want to suggest everyone keep thinking of ideas. I already have a few that I'll bring up at the first meeting and I hope everyone else does the same.

3 comments:

  1. I agree; the more good ideas, the better.

    On an unrelated note, I was thinking that we should maybe establish a UDK knowledge base on this blog. The KB would contain any useful links we come across on the internet, such as tutorials. Its not hard to do, it can just be a single blog post that we comment on when we want to add to it.

    The reason for a KB is, I tend to forget where all my tutorials were when I need them, and I'd love to share them with you guys as well.

    If I could have Contributor status, I'll start the thread ASAP. I'll post a couple Youtube links, as well as some UDK articles. For now, I'll leave you guys with a list of useful console commands:

    http://udn.epicgames.com/Three/ConsoleCommands.html

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  2. Here's a map-cooking tutorial:

    http://www.ehow.com/how_6029103_cook-level-udk.html

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  3. In terms of AI, Unreal is much, much, much tidier than Source. The controller/pawn thing is neat, and the fact that it uses something based off state rather than Source's "schedule" crap will make everything miles easier to modify.

    That being said, it still wouldn't be easy to create entirely custom ai from scratch. If I had no other classes to take then I'd be up for it, but...

    Mind you, this is a problem we will have regardless of what kind of game we try to make. The default AI is designed for a standard FPS death match play style. Any behavior outside that is going to have to come from somewhere, and scripting can only go so far.

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