Monday, February 20, 2012

Week 7: Last Minute Tweaks

Were in the last week to work and we are getting everything done.  Right now is 2 hours before presentation and we have the game done, it is just a matter of completing the non game related assignments.  That said, lets get down to what was accomplished.

Over this week I took care of the cutscene issues.  A slight coding issue fixed the looping in the .swf file but the vanishing hud/character was a bit trickier.  Of all things, it was because the the pictures in the file weren't objects/png files.  As soon as that was changed, everything worked and the cutscenes were cranked out. 

As for the traps, we ended up just making it so the glasses could detect them without any ability to disable them.  This bypassed any issue from that while making the game a bit harder overall.  With those completed we finished up all residual assignments and had things done by wednesday night.

This will be my last post in the Applied Development section.  Next semester I will be starting into Senior Project.  For any future developments, search there.

Monday, February 13, 2012

Week 6: The Final Wrap

This week we were trying to finish up all of our work so we can start cooking the finished version next week.  I was able to get the glasses implemented in all the levels but I ran across an issue.  In order to give the option to disable them, it created an issue where if one got disabled, they all did.  This is quite the issue and I'm not 100% sure how to fix it.

That said I also put ladder volumes in all levels that needed it, completed the last weapon or two for the last boss, and that pretty much completed all of my tasks from the start.  I also took on this week some of the cutscenes.  I was to get the base for them set up so that we could just plug and play next week and crank them all out quickly.  I also had a slight issue with this.  The first was the .swf file would just repeat the test over and over.  I'm sure this issue is something syntaxual.  What I'm not sure on is the fact that the file won't play in udk, the screen just loses the player on the hud.  Otherwise though, I am pretty much done and going into next week will just be to wrap up the last couple odds and ends before the final project is cooked.

Saturday, February 4, 2012

Week 5: Nearing the End of my Work

This is the end of week 5 and the good news is, most of my work is complete.  I have updated our core copy of map 1 with all of the tutorials, ammo/health pick ups and have started preliminary work on getting level transitions working.  I have also done the basic work on the gun code.  The only things I still need to do is work on the remaining levels as they finish to get the ladder volumes/glasses implemented and to see if I can bind the gun into the stealth detection.  I still have planned for tomorrow to try and wrap up a last issue or two, and to take a look at the cinematics to see if I can get work started on those.

I've had no real problems this week.  The only things will be to see how to call kismet in code/the other way around for the gun to work but worse case scenario, we can work around this by making the gun fire slower or for less damage to offset the lack of other drawbacks.