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Archive for the 'HeroQuest' Category

Diagonal Attacking with Walls and Blocks

A hero can attack diagonally if they use a certain weapon (eg long sword, staff).  This is simple

Move, Action -> Attack

Move
Movement is initiated from the turn menu.  Two movement dice are rolled, then the result is used as the max number of squares to move.  Movements left is displayed on the HUD.  Movement control uses the arrow keys.  Valid moves are highlighted.

Heroes and monsters are blocked by walls, by certain square space occupants (eg furniture, block tiles), and by board edges.  Each room wall is shared by two squares.  A square occupant can occupy multiple squares including blocking (eg furniture) and non-blocking (eg stair tile) occupants.

Monsters can move through other monsters (but not heroes).  Heroes can move through other heroes (but not monsters).  However, a hero can

Editing Meshes

Overview
Before importing my models into UE4, I did some edits mostly with MeshLab and Maya.

Scanning 3D Models

Background

In my Prior Work and References post, I mentioned that I found a lot of pre-existing art assets related to HeroQuest

UMG Widgets, Blueprints <-> C++, Turn Menu

Background

UE4 supports three different standard ways to do a 2D GUI

Camera, Input, Turn, Marker, Highlighter

I implemented a few updates to get some of the basic game behavior systems working.

The camera uses a custom class that extends APawn (I read the Strategy Game example project does this, although I looked more at Player-Controlled Cameras in C++ Programming Tutorials).  So rather than move the camera directly, we move an invisible pawn.  The custom pawn has a UCameraComponent (which follows the invisible player) and a USpringArmComponent (which can adjust the camera’s view of the invisible player).  There

Rolling Dice

Because I chose an authentic look to the game, the game pieces do not animate and they do not require physics.  However, the dice use physics.  This allows me to do some work with UE4 that involves probability and physics

HeroQuest – Prior Work and References

HeroQuest (Games Workshop, Milton Bradley) was released in America and Canada in 1990 (Europe and Australasia in 1989). Today there are some great HeroQuest fan websites and online communities. In the 26 years since the American release, there have been software development projects related to HeroQuest including video games and map editors. This post is an overview of prior work and references in the HeroQuest community that relate to my project.

Board Game: The original board game has long been out of print. The American release and the European/Australasian release have minor differences.  The six standard expansions are – Kellar’s Keep, Return of the Witch Lord, Against the Ogre Horde (Europe only), Wizards of Morcar (Europe only), The Dark Company (Europe only), The Mage of the Mirror (America only), The Frozen Horror (America only).  Related games were released by Games Workshop including Advanced HeroQuest and Warhammer Quest. An unofficial 25th anniversary edition was crowdfunded.  Fan websites have variations on everything

HeroQuest map loader

It

Unreal Engine 4 – side project started

Short story – my latest side project as of Jan 2016 is a game using Unreal Engine 4.

Long story

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