Tuesday, December 16, 2008

Update 4

Although it's been a little while since my last update, I have decided to post my current progress for the MAD mod; I have been simultaneously working on a WWII bomber project and figuring out how to import animations for the German plane model I created. As far as the MAD level, I have been refining anything I could think of that required touching up (in both art and design). I added to the AI so that it can follow the player and then go back to its original patrolling path; the AI script is also more modular now, making it easier to quickly add a new bot to the level by changing four simple variables. I've been working a little bit with creating a logo and having a key icon on the UI when the player picks up a key item. I was noticing that a lot of my textures were skewed on some of my models, so I went ahead and re uv-mapped them. The nuclear base didn't have enough contrast in lighting so I toned down the skylight in my level to almost unnoticeable, and added more dim ambient lights in that area to give it more interest. There also wasn't enough obstacles for the player to duck behind or to occlude the rest of the meshes in that area, so I repeated a lot more of the crate and palette meshes I had going. After lots of research, I've concluded that it will probably require custom Uscripts to import a custom character skeletal mesh as a bot, so I've decided to leave the bots as the default spawners (I've been learning so much already: animation, importing meshes, scripting in kismet, particles, etc.); I feel that if I go into Uscripting it will distract my efforts to what I value the most, which is working on levels and assets. Here are some screenshots of my current progress (I am planning on realeasing the level within the next week):








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