The past 2 weeks have been extremely productive for myself. The first week was spent primarily on setting up the map of the game and creating the logic of the moving islands and the logic of the islands being captured. This took an extremely long time due to my unfamiliarity with the AI and Navmesh systems of Unreal. This was done by connecting small, AI controllers, at the bottom of the floating islands which then drive the movement of the islands. This creates a pretty good movement, however they currently cannot see the borders of the other islands due to the way the navmesh works. Once this worked I was able to move on and set it so islands can be captured by players, and move to their respective bases. Next, I had to set up the logic of how the islands lock themselves and connect to the main base island of the team that captures it. This works off of 2 arrays which always fills the first open slot in the array. The logic of this got pretty funky, but works well After this, Ruben and I had spent time integrating our two separate projects together. This took some time, and file management got somewhat out of control, but the networked splitscreen now works on my map. This broke some of the current logic of the game as they were incompatible between the two maps, but Ruben is currently working on fixing that. Also I got perforce set up this weekend, so now the entire team can access the perforce server, checkout blueprints, and edit the project. I am still not entirely sure how to make branches of the main project, but that will be figured out this week
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