Thursday, October 23, 2008

WIP Update 1 (MAD)

I've been doing a lot of custom scripting in Unreal Kismet and trying to learn a lot on my own. So far, I have fleshed out the basis for what will be the sewer and canals areas. I have setup a general AI for an enemy soldier which I have already used in more than one occasion. I have also decided to make a friendly NPC, at the first of the level -- when the player is defenseless -- to break the monotony of shooting. For example, I have a simple quest where the player meets a bot and the bot informs them that they have lost their key in the sewer and will help the player find a gun if they return the key. Once the key is returned, the npc moves to the location of the door, and unlocked sound it played, the lock actor is destroyed, and matinee moves the door open. Then, the trigger is teleported inside of the storage room, and the will be activated to cue a new voice clip from the npc. Staying on schedule, I am supposed to have all the modeling finished by tomorrow. I keep adding new ideas, though, and models pretty much come up needed. I plan to start doing some heavy texturing in the following weeks, while still adding more bots for the player to interact with. I have scaled the project in half, and the level will end when the player gets into the elevator to the next area. Here are screenshots of my current progress:








Tuesday, October 7, 2008

Single Player Level in Unreal

I've been working on an AI system for Unreal using kismet. So far, I have come up with the idea to attach a trigger to the bot's head joint, which is acting as their range of view. If the player is within the trigger's collision range, the bot will move toward the player. Since the bots run so fast, I have the bot pause for a second, and then they will fire at the player. If the player is still within the range of the trigger after the bot has paused, the bot will again follow the player and loop again. If the bot doesn't see the player again, the bot will then return to their patrol (this part still needs work in order for the bot to find his original path, since they will not go around blocking meshes or BSP). As far as I know, this is a completely new way to make single player AI in Unreal and I am excited to add it to my new level.