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improve turn menu disables and path finding

Revamped turn menu disables.  For example, disable turn menu when it’s the monster’s turn.  On the hero’s turn, if there’s a visible monster then you can’t search.  Disable actions when doing a multi-move until the multi-move is complete.  Attack sub-menu shortcut keys were stuck.  Search treasure weapon rack quest 1 => hides end turn => fixed.  Don’t disable Move button until move is done.  Monsters in a different room, search for doors => should gray out actions => one action per turn.

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Two orcs moving to X but they can only get to Y due to max move of 8.  The second orc was ending its turn on top of the first Orc.  Fixed by timing moves.  The AI is not super smart, but at least this avoids doing something illegal.

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Here’s an example where the AI is dumb.  Assuming the heroes can’t shoot through the door, it’s generally better for the monsters to surround the entrance (X’s) than to run into the hallway death trap.  Especially if there’s a large number of monsters.

Btw HeroQuest has a lot of kludge situations like this that you don’t see in Gloomhaven.  Gloomhaven doorways are usually multiple spaces.  Also, the heroes in Gloomhaven have a limited number of turns to finish a quest before they get fatigued, which encourages them to move forward in the quest.

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Changing the look and feel

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Bomb Explosions

Added some more stuff such as bomb explosions with sound effects (based on starter content).

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Blueprints Transforms

The moving platform that we got from https://www.youtube.com/watch?v=TNkX3DdwhQw was not replicating properly on the network.  I tried fixing that directly, but I ended up rewriting it from scratch.  I noticed actor vectors in the editor are displayed relative to the actor’s transformations.  So getting the location in blueprints required me to think about the transforms (transformation matrices from CG 101).  I found this convoluted, but maybe Blueprints are making my brain lazier (spoiled) relative to C++ code) 😀

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The following I will need to review whether it’s the best way to do it in terms of networking, but it seems to work at least (Loc Interp is replicated).  It does seem to work, but it seems wasteful because we’re continuously sending Loc Interp to the clients.  Loc Interp’s location should be deterministic relative to time, so assuming we have the starting time in sync with client and server, sending Loc Interp over the network seems wasteful.

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Spawn bomb and laser shot on server

Implemented spawn bomb and laser shot on server

https://youtu.be/sbfcBJd9gk4 – I used this as a guide

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Portals, moving platforms, laser sound

Moving platforms.  Character + bombs + lasers go through portals (smooth transition).  Simple sound cue for the laser shot.

Portals is from – https://www.unrealengine.com/marketplace/en-US/product/portals-blueprint

Features:

    Portal blueprint
    Smooth transition through portal
    position, direction, momentum, and scale transformed through portal
    Compatible with Character and rigid body actors (should work for nearly anything that can overlap)
     Wall Walking non-Character BP with portal-compatible third person camera (from Unscher)

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Bomb throwing etc

XBox One controller Y throws bomb in analogue stick direction; X shoots laser in analogue direction.

The bombs don’t explode yet so here are a couple fun screen shots of spamming the level with bombs.

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Bomber Fighter updates

Did some updates including:
* made a simple 1v1 fighting map

* tested IP networking with a hobby project teammate Spiffy (requires port forwarding on router and sharing IP address)

* looked at advanced sessions though I didn’t implement that yet

* read about Amazon GameLift which looks more involved – https://www.youtube.com/playlist?list=PLa1dM5bPQv0u2IWZRIxtRqwWVJNOUtlbF (24 hr or so of videos)

* added a small handgun to the player’s hand socket (although it’s too small to see)

* user can shoot laser projectiles which use a bright glowing material with particle effects

* user can shoot lasers directionally with left thumbstick though current method is kludge looking (doesn’t move and point the gun)

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Bomber Fight

The HeroQuest project has been a good learning experience, though I want to get some exposure to other parts of Unreal Engine.  One of my college game projects (halcyon days) was a bomber man esque game – http://mepem.com/resume/M3.html , so my next game idea is basically a simple bomber man fighting game starting from the platformer template.

Also, HeroQuest is using git (bitbucket).  But for this project, I decided it would be fun to setup a perforce server on AWS for this starting from – https://youtu.be/7eVO0qXC3nk .

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Quest 1 video

Full playthrough of quest 1.  Did a lot of small improvements and fixes in the past few days.

HeroQuest 19: Quest 1 from Pem on Vimeo.

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