Friday, March 23, 2012

Swarm Agent Tutorial

Im gonna do a swarm agent tutorial soon. Ive had quite a few pagehits on swarm agent stuff. So expect a short little tutorial on using UDK Swarm Agent soon. Its quite a simple little setup and I dont have any tutorials up yet so ill start by doing this one.

Thursday, March 15, 2012

Outdoor Environment And Dev Blogs.

Lately ive been working on the outdoor environment. Specifically the trees, and working within speedtree. Speedtree is a pretty damn awsome program. So for all of the trees in any work going forward they will be done with speedtree. The only issue is the export, with the free version givin with udk you cannot export them in any other format such as a .obj. You need the full license for that unfortunately. Oh well.

Outdoor Environment
A recent thing ive worked on for a bit was adding darkness depth to the forest. I really want the forest to be an area that the player will not want to wander in. Yea sure there is just adding collision so the player "cant" get there but if the player is afraid to in some way that will help with the experience. I dont want the player feeling limited, because then the experience is broken. I will still need to have a limit and put collision in the woods area, but i will have that far enough back where the player will need to wander for a while. And with enemies on the map, it should be difficult. Another thing with the darkness is it allows for cover of the enemies until they are right up on the house or area around it. Glowing eyes and silhouettes will really sell the dark woods if done right. And i got some ideas on how to do that.

Dev Blogs
So recently ive decided to start doing some video dev blogs. These will go through some of the things i did since my last update, as well as some troubles I ran into along the way, and eventually what i plan to do next. Im gonna get these up and running within a week or so. I planned on doing these earlier but some parts of the level are just unacceptable looking currently. I transferred from bsp brush for the rooms to actual static meshes done in 3ds max, but i have lots of holes to cut for windows and doorways. So once that is done and decently fitted i will start doing video logs. So expect that soon.

Wrap Up
All of the screenshots below just show the darkness and the depth for the woods. A few of the pictures have paths for which enemies will spawn and run from. The next update will have holes cut into meshes for windows and doors, this will take a bit of time and is tedious. Not difficult at least. Also with the next update will be some more kismet examples. I want to get the first 10 waves done with some good solid functionality in there. Probably change some things with the waves sequence as well. Some things are no longer necessary and need to be removed.