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Android Support

I packaged my game for Android.  Overall it was mostly painless

Is Orc’s Bane Useful?

Interpreting Source Material
When porting content from one media to another (such as book/comic to movie) (or doing a remake), the source material gives a lot of guidance, but there are still plenty of decisions to make.  With HeroQuest, I’m leaning heavily towards making it authentic.  But it is a video game, and I’ve decided to have the program do rules and a campaign and AI (unlike the Tabletop Simulator version)

HeroScribe support, Epic Campaign Plans

In my prior work post, I described HeroScribe as the

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

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