Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

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(Alpha 9 - fixed a few of the known issues, still testing)
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=====Features=====
 
=====Features=====

Revision as of 07:40, 19 January 2010


Works in Progress for Unreal Engine 3

Project: Silky (UDK)

Status: Pre-Alpha (prototype)

Perspective/Camera: Top Down
Type/Style: Arcade Shooter

Controls/Movement:

Dodging: Barrel Roll left/right
Afterburner: Extra Speed

Weapons:

Pulse Plasma-Gun: Varying degrees of upgrades, TBA
Missiles: Sidewinder, AMRAAM, SRAAM, etc
Rail-Gun: Assault, Penetrate (slower)
Energy Net: Snare

Description

The idea behind this project was to make something simple, fun and enjoyable. I looked at alot of indy games before coming up with this concept, audiosurf, braid, geometry wars. Eventually I settled on making something similar to one of my favourite arcade games which was macross plus. I remember back then and telling myself there wasnt enough of those top down shooters but honestly even back then perhaps I had ideas mulling around in my skull on what could make a fun top down shooter.
The gameplay will revolve around the player being in control of a fighter jet, much like 1942, macross plus or overkill. You'll pickup weapon upgrades of various types, fly through canyons, through cities and other environments yet to be decided. There will be a variety of enemies you encounter along the way with the traditional boss battles.
I just got bored with the whole "lets make a badass FPS/TPS" coming from alot of people, dont get me wrong I love those games as well but as a developer/modder working on/with those types of projects for over 10yrs it was time to move on and try my hand at something new and perhaps inspired. Maybe that was it, I was just lacking the inspiration which in turn showed on my motivation when working on those types of projects. Ive made major progress in short time (thanks to all your help guys big shout out to the #unrealscript channel, you know who ya are ;) ).
Currently Im tackling the projectile/weapon upgrade system, I'll certainly keep this updated on my progress, being a one man project till this hits anywhere near beta Im hoping things will go smoothly. There wont be any logistical issues with team members, team members leaving and taking their work with them or anything to that effect. Basically this is a one man show and this project was chosen partly because of that, its simple enough that 1 multi-talented person could pull it off in a decent enough timeframe. The only external help I'll need is in regards to sound and music, which I could do myself but Id like to keep it quality and I have a specific sound Im after to keep it within the classic arcade feel.

How Arcade is too much?

Well I really miss those times sinkin 20c or $ coins into mortal kombat, super offroad or hell even tekken 3, fighting vipers and SCUD racer. I really want to grasp that back in a big way with this project, Im going to try for an authentic revist in almost every detail while bringing things into the new age in terms of graphics and technology. One thing I would like to explore from my youth is system link much like the game gears but with bluetooth. Id like to go the whole hog, high scores, demo intro and even an insert coin screen instead of the well known "press START".

Thats about it, like I said I'll keep this page updated with all my code progress ;)

GameDex: Framework (UT3)

Status: Alpha 4 (testing)

GameDex_AllGDP_DodgyAlpha_150909.rar
UT-GameDex-Src-150909.rar

Description

  • Okay so I'll just waffle alittle here and see what comes out about what I was trying to achieve with this.
  • For starters I was never a fan of the one class/mutator does everything approach as I like to keep things modular and interconnecting, I noticed inherent problems with Unreal Engines mutator system (as you all would have at one point or another) so I went about starting to hook through it and creating a new system which could actually replace the system especially now we have the UDK at our disposal.
  • A Note here about the UDK is that it doesnt contain the Gamerules class.
  • Either way this system would need to be implemented at a GameInfo level to provide the appropriate hooks to UT_MDB_GameRules which I achieved through the use of a wrapped class UT_GR_Info which does nothing but send the hooks from GameInfo->Gamerules into the new system.
  • Since the new system is totally reliant on Object's I suspect that its better on system performance and will be dealt with by the internal garbage collection system. These objects can be initialized at any time and for any number of actors, for instance since all damage is hooked through one function one can prune the unwanted actors rather than searching for the specific actors you want to apply a rule to. The rules are meant to be simple as in the vampire mutator, which gives players a portion of the damage they deal back in health. Any number of players could be affected by this, for a duration or globally for the entire match. Mutators dont really allow this kind of control, they can but I believe the front end for interfacing with this system would be much more intuitive.
  • This is where I hit my first major hurdle as I wanted to provide a UI similar to 2k4's for adjusting mutator settings, maybe even extending that to allow server admins to interface with the modules on the fly whilst connected to their server.
  • Im pretty happy with the results so far but its been a slow arduous journey, I recommend you take a look at UTM_BloodLust for an overview in code of what I was trying to achieve through all of this.

-00zX 11:27, 12 January 2010 (UTC)

Project Class Tree


Naming Convention

It actually took me awhile to settle on a naming convention for these packages and classes.
Eventually I settled on appending UT_ as a prefix to designate that it was a modification for UT3.
The MDB is just an acronym to set the project apart incase I ever have other projects where I have similar named classes.
The beauty of using an acronym for projects is you can have multiple versions/branches of the same project on the same tree without conflicting class names.
Not only that but you can also develop classes and diff/merge the results based on the requirements for such projects.
As in Epic's base source code all classes have fixed names, so while you might be using 1 version of GameRules if that class changes you might get errors which cascade.
With this system you can work from one class say MDB as in the example, yet develop another which we'll call MDA all while keepin on the same class tree.
The UT_GDP designates any package which requires UT_GameDex and UT_MDB.

Project Package Tree

  • UT_MDB- This package contains buffers (empty classes to keep the tree clean) and classes which extend UT3's for things like bNoDelete=true spawning.
    • UT_GameDex - Main package containing all the base functionality classes.
      • UT_GDP_Newtators - Is one of my mutator packages.
      • UT_GDP_Mutatoes


Highlighters

Code Noir Redex Wikimedia Theme

Monobook-noir-alpha3.gif

Status: Alpha 9 (testing)

To Install copy the contents of the following page into your own 'User:[name]/monobook.css' page.

User:00zX/monobook.css
| W3C CSS Validator


Features
  • Dark Theme
  • High Contrast
  • Improved Readability
  • Highlighter adjustments for UScript and CSS
  • Different coloured borders per GameNameSpace
  • Curved Borders in supporting browsers



Known Issues
  • Edit/Input boxes are still black on white
  • interwiki links are wrong blue colour and dont have hoverover colours


Proposal - Replication

Replication

Status: On Hold

-00zX 20:49, 3 April 2009 (UTC)

Replication / Replication_(computer_science)
Concept of servers and clients.(NetMode/Relevancy/Reliability)
  • Declaring Replication using the Replication Block
  • Function Replication using the replication block?
  • Booleans Declared in actor that are useful in replication

http://wiki.beyondunreal.com/Introduction_to_replication#

  • NetMode (concept)
  • Replication Block
    • Actor Replication (bools bnetinitial eg)
    • Variable Value Replication (using block)
      • Repnotify / ReplicatedEvents
    • Function call replication(UT2004)
  • Function call replication(UT3)
  • Reliability
  • Relevance (actor replication??)
    • Role and RemoteRole
  • Info
    • ReplicationInfo
      • GameReplicationInfo (GRI)
      • PlayerReplicationInfo (PRI)
      • LinkedReplicationInfo (LRI)


Wiki

Contributions

Contact Me

IRC

00zX on EnterTheGame

Other/Profiles

E-mail 00zX or on