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Post by Nemesis on Sept 2, 2013 6:17:52 GMT
Hmmm... I've done a lot of programming with Unreal I and the various Unreal Tournaments. Yes, I know. Long time ago. Does the development kit use the same architecture and hybrid programming language? Say, you've got your engine, then you build base classes on top of that (like "weapon" and "pawn") and then the final classes on top of that ("player" and "Redeemer" and so on) in a language that's a mix between C and Javascript?
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Post by mrhaunter on Sept 2, 2013 11:07:38 GMT
Yes, UDK have a base on UnrealScript. This language similar on Unreal 1 scripts. And yes, we are inherit classes from base classes, like this: We have a base class "Pawn" and we extended this class how "GhostPawn". It allows to do life easier.
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Post by Nemesis on Sept 2, 2013 13:30:22 GMT
Wonderful! So I assume you have already made your GhostPawns. I think the best base class for abilities will be Weapons. You don't want anything with a mesh (i.e. visible gun or whatever), so you can skip that. You can use the health of other pawns as the "fear indicator". Your ghost uses an ability (weapon), which inflicts a certain amount of damage and if the health of the mortal (pawn) reaches zero, he or she will run away/die/explode/whatever. For insanity you could use the Shield indicator. The Gold Plasm is a little bit trickier. If you use Weapons as a base for your abilities, you will need some kind of central ammunition supply that keeps feeding "ammo" into the "weapons" until the supply runs out and the game ends. Hmmm... Maybe you can use a modified Zone Actor (the same thing used for water and fire zones)? It can iterate through all weapons of a certain class and refill the ammo if it starts to drop (i.e. the weapon is being used). Yes, tricky stuff, but certainly doable. Do you already have some code or is this something you still need to build up from scratch?
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Post by mrhaunter on Sept 2, 2013 16:27:23 GMT
I think that use of weapon is silly. Because we can't change one factor that pawn died after damage by weapon, but pawn must leave level. We have some code for now, I think that we shouldn't use weapons and health for Fear Indicator it won't stable and it fetch other problems
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Post by Nemesis on Sept 3, 2013 6:16:15 GMT
Hmmm... I don't quite agree. True, you can't stop a pawn from dying when its health reaches zero. But you can change the death sequence into anything you want! Back in the Unreal I days I programmed a Super Titan who walked over to the nearest enemy when his health ran out before blowing up.
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Post by mrhaunter on Sept 3, 2013 9:22:02 GMT
I think that reprogramming of weapon will take more time then write new scripts.
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Post by Nemesis on Sept 3, 2013 11:56:05 GMT
In that case you can build a new class that immediately can control both Fear and Insanity. Although... Won't it in that case be better to not build a new class at all and instead include the Ability functionality in your Pawn? That makes things like Apparition slightly more manageable.
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Post by mrhaunter on Sept 3, 2013 16:02:00 GMT
We will set all indicators for every pawn in his script. But base for indicators will be in another script.
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Post by mrhaunter on Sept 3, 2013 17:51:45 GMT
And I recently learned.. That Zoo Games Inc. not owns rights on Ghost Master. It said by Zoo Games (a.k.a. indiePub).
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Post by mrhaunter on Sept 4, 2013 2:43:03 GMT
Finally.. We know who owns the rights.. It is Strategy First (strategyfirst.com)
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