Android Support
I packaged my game for Android. Overall it was mostly painless
mepem37 :: 2016/06/30 (Thursday, June 30, 2016) :: HeroQuest, Unreal Engine :: No Comments »
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105 Posts and 7 Comments till now I packaged my game for Android. Overall it was mostly painless
mepem37 :: 2016/06/30 (Thursday, June 30, 2016) :: HeroQuest, Unreal Engine :: No Comments »
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)
mepem37 :: 2016/06/22 (Wednesday, June 22, 2016) :: HeroQuest, Unreal Engine :: No Comments »
In my prior work post, I described HeroScribe as the
mepem37 :: 2016/06/18 (Saturday, June 18, 2016) :: HeroQuest, Unreal Engine :: No Comments »
A hero can attack diagonally if they use a certain weapon (eg long sword, staff). This is simple
mepem37 :: 2016/06/11 (Saturday, June 11, 2016) :: HeroQuest, Unreal Engine :: No Comments »
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
mepem37 :: 2016/05/22 (Sunday, May 22, 2016) :: HeroQuest, Unreal Engine :: No Comments »
Overview
Before importing my models into UE4, I did some edits mostly with MeshLab and Maya.
mepem37 :: 2016/04/17 (Sunday, April 17, 2016) :: HeroQuest, Unreal Engine :: No Comments »
Background
In my Prior Work and References post, I mentioned that I found a lot of pre-existing art assets related to HeroQuest
mepem37 :: 2016/04/03 (Sunday, April 3, 2016) :: HeroQuest, Unreal Engine :: No Comments »
Background
UE4 supports three different standard ways to do a 2D GUI
mepem37 :: 2016/03/12 (Saturday, March 12, 2016) :: HeroQuest, Unreal Engine :: No Comments »
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
mepem37 :: 2016/03/01 (Tuesday, March 1, 2016) :: HeroQuest, Unreal Engine :: No Comments »
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
mepem37 :: 2016/02/20 (Saturday, February 20, 2016) :: HeroQuest, Unreal Engine :: No Comments »