Showing posts with label UDK. Show all posts
Showing posts with label UDK. Show all posts

Saturday, 8 December 2012

Quick Update on things (Warcraft 3 Survival TD Map!?)

Hey, long time no post. Have been doing a lot as always just been busy with some physio exercises and distracted from my Blog in my extra time. I've been switching between a lot of things recently I've been doing less Uscript, made Third/half the framework for a Magic the gathering card game setup and worked on some platformer AI practising Ray-tracing and States. Also practised using the material editor (UDK) Making several materials. 

Made a quick UT3 Map with a 3d skysphere/box and some weapon Mutators.


Been working on some 2D Animation and Parallax Backgrounds for a Android Game, not sure if it's going anywhere yet. Here's a sample of one of the combinations...


Spent the last 3-4 days play-testing and heavily reworking my Warcraft 3 Survival Tower Defence Map which is going really well, been working in some music and sorting triggers out for more waves and Boss fights tonight.  Besides fixing the usual list of this was supposed to work and why is this change done yet. xD Finding it great fun to have some keen play-testing for once it really is helping me take this map much further to completion both in morale and feedback.




Also got some Morrowind Fanart and Age of Empires 2 : Forgotten Empires cover art in the works which I'm slowly crawling through. xD I really just need a job x3 ah well. Hopefully I can use some of my more polished  recent stuff to help get me work in the near future. For now I'm going to try and enjoy the freedom the best I can. Although I find it much easy to work with others around, probably half the reason why I've been going at this Warcraft 3 map so much.





Wednesday, 17 October 2012

Blockade Progress 18th oct



Been 10 days since my last post so I figured I'd post another update on the games progress. 








I've got quite far mostly over the last 4-5 days, sorted out the camera, planned out the player characters proportions, which are very similar to Bomberman. Made icons for the movement abilities (the icon in the top right hand corner of the screen) sorted out a health and power bar. Tested out some basic split-screen.



Monday, 8 October 2012

Little update for the progress with my Unreal Game Blockade



So i've got an atlas (1 texture maps) for all my 64x64 materials and cut it up into 16x16. Got the ideas from Minecraft textures packs/sheets. Using the material editor I've divided up the texture space and altered the UV's to view one section and offset the UV's for each material I've made referencing to the same texture.

Also used the same material set-up to pixelize drop the rez of the results in the sky-dome materials to create I nice looking voxel sky. The done the same to one my own grass textures for a quick floor placeholder.


I've coded the destructible blocks to store an up-datable material instance, so I can offset the uv's of a texture which stores a damage overlay for my materials, I can eventually make a better looking and unique one for each material however for now I've made a quick generic ones for testing purposes.

Scalar Paramater setup which is passed to the code which calculates the blocks health percentage remaining and uses a case statement to update the block to the appropriate UV space of the damage overlay.
 Test texture