Friday, April 29, 2011

Reverse TD update -

So this is an update, but there's really not much to say as far as my progress... I made a lot of progress, but apparently using a 2 year old laptop and saving to a usb device does not make UnrealED 3 happy... So essentially, it crashed when I tried to save and I lost everything. So this update is really more of a warning.

CAUTION:
When trying to save a file in UnrealEd 3, save it to your actual hard drive. Trying to save a 33mb map to a usb device is a bad idea.

I've learned this the hard way, I hope you guys don't have to experience it.
And no, I didn't just try it once and assume the worst, I made a small change this morning (elevating some meshes and creating a group) and tried again to the same results. If you pull out your usb device during the infinite processing, the saving will stop, but the editor will crash a few seconds later anyway.

Reverse TD update 2

Well, as soon as I got off the phone last night and couldn't sleep, I decided to add some static meshes to the map to make it look more filled.




At the same time, I also figured out that the Deco Layer static mesh options doesn't work in Unreal Editor 3... go figure. All the trees you see were placed by hand, so yes, they don't have much difference in sizes yet.

Thursday, April 28, 2011

Reverse TD map update 1

Added in Terrain and some lighting. Still need to change the coloration on the lights to make it seem more natural, but I'm pretty happy with the shadows given the darkness of the clouds and the fact that the sun is setting.


-Ken

Wednesday, April 27, 2011

A Reverse-Tower Defense map for Unreal Tournament 3

Over the weekend I came up with the idea to make a map that would essentially place you in control of the units being spawned during a tower defense game. There are so many clones out there of the game where you just make the turrets, but I want to be in charge of everything! So there idea was formed.

Here are the concepts at work;

=Having different items will perform different actions based on an inventory check of the player on trigger event.
  -example: Rocket Launcher will throw the triggering player in a vehicle,   Minigun will cause a turret to spawn, and Flak Cannon will spawn a wave   of attackers.

=Every time certain goals are achieved, timers are started to pull the progress back to nil eventually should the player just decide to stop trying.
  -example: A delay is attached to the tail of the function which will count   down a time limit and then destroy a vehicle or degrade a count.

=Take Damage triggers are placed in the map to activate smaller events that involve certain damage types.
  -example: A target is placed above the buttons. Shooting it and hitting the   damage threshold with particular weapons will activate a spawn of bots   that have the particular weapon used to damage it.

On top of these user activated events, there will be background waves being spawned every 10 seconds, ensuring that there is always action happening down on the field.

So far, everything seems to be hooked up and working nicely in the prototype. The next step is to add a layer of terrain and create two copies of the map. One, for a single player to work with where the enemy's forces increment to get greater and will prevail if left unchecked, and another for a team game where everything will be even and the player(s) working the hardest will prevail.





Kismet screenshot: Small blue boxes are sub-sequences

Screenshot of the current progress of the map. Ready for terrain to be added underneath the skydome.

For tutorials on any of the concepts used in this map, see the tutorial blog (coming soon assuming it's not done by the time of reading).

-Ken.