Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics
In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script.
So long as the pc can run the software needed to develop the game, it doesn't matter if the PC is the most advanced and powerfull machine. So long as you have the skills you can create a great game with even a shitty pc.
In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @DOOM. Also you can see the finished HUD for Multiplayer.
Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.
The basic tech behind it is very simple.
On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).
So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).
And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.
Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed.
I know I am not the best history teller, but I think that the game's history is enough to just make the player understand why the protagonist is killing Israeli Soldiers.
I want to focus on the gameplay rather than narrative. Creating compelling narrative for games can be a VERY HARD task.
About the multiplayer, yes, I know the importance it has and because this I am creating some fun game modes for people enjoy in local multiplayer with split screen, just like the golden era of N64 and Playstation 1.
About the animations, I used purchased mocap files (True Bones, MegaMocap, TurboSquid,...) but I did manually edit one by one (Autodesk MotionBuilder) to fit on my characters rig (skeleton), which is the Unreal Tournament 3 Skeleton.
Just some few animations which I could not find the way I wanted, I did manually capture with a xbox360 kinect camera. But this is a hell hard to edit because the capture comes with thousands of bugs. Because this I did mocap only for some few animations, the marjority are purchased motion capture files.
Fursan al-Aqsa Dev Blog #8 - Enhanced Artificial Intelligence for Enemies
In this article I discuss the technical details of how I created various AI algorithms for my game entirely in Kismet, the Visual Programming Language of Unreal Engine 3.
Fursan al-Aqsa Dev Blog #9 - Making-Off Weapons and Projectile Physics
In this article I discuss the technical details of how I created the weapons of my game, and how I did the physics simulations for the projectiles using Unreal Script.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/f...
Fursan al-Aqsa Episode 0 Weapons
Video: http://tiny.cc/mrnbkz
Thanks my friend for the compliments.
So long as the pc can run the software needed to develop the game, it doesn't matter if the PC is the most advanced and powerfull machine. So long as you have the skills you can create a great game with even a shitty pc.
Cheers!
In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @DOOM. Also you can see the finished HUD for Multiplayer.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
Hello my friend.
Here you can purchase some cool MOCAP animations:
https://truebones.com/store
https://www.turbosquid.com/Search/Motion-Capture
http://www.charactermotion.com/products/powermoves/megamocap/
This is my old but survivor PC (I already burn 2 video cards, now I am on the third):
https://www.asus.com/ROG-Republic-Of-Gamers/ROG-G51Jx/
Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.
The basic tech behind it is very simple.
On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).
So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).
And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.
Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed.
It's that simple!
Cheers!
Hello @Gunz
For the complete history of the game protagonist, please take a look at the history trailer:
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
I know I am not the best history teller, but I think that the game's history is enough to just make the player understand why the protagonist is killing Israeli Soldiers.
I want to focus on the gameplay rather than narrative. Creating compelling narrative for games can be a VERY HARD task.
About the multiplayer, yes, I know the importance it has and because this I am creating some fun game modes for people enjoy in local multiplayer with split screen, just like the golden era of N64 and Playstation 1.
About the animations, I used purchased mocap files (True Bones, MegaMocap, TurboSquid,...) but I did manually edit one by one (Autodesk MotionBuilder) to fit on my characters rig (skeleton), which is the Unreal Tournament 3 Skeleton.
Just some few animations which I could not find the way I wanted, I did manually capture with a xbox360 kinect camera. But this is a hell hard to edit because the capture comes with thousands of bugs. Because this I did mocap only for some few animations, the marjority are purchased motion capture files.
Thanks for the interest on my game.
Cheers!
#FursanAlaqsaGame meets @MortalKombat!
Can you guess what I am planning next to my game?
Cheers!
#Blood #KnifeKills #FinishHim #FlawlessVictory #Fatality
Fursan al-Aqsa Dev Blog #8 - Enhanced Artificial Intelligence for Enemies
In this article I discuss the technical details of how I created various AI algorithms for my game entirely in Kismet, the Visual Programming Language of Unreal Engine 3.
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/n...
Fursan al-Aqsa - Enemies AI Update
https://www.indiedb.com/games/fursan-al-aqsa-knights-of-al-aqsa-mosque/v...
This video shows the updated enemies AI in action, alongside the preview of a very fun new game mode: "Blow Them Up"
Let's frag!
In the next post I will reveal the tech detail of this new AI system I created using Kismet, the Visual Programming Language of Unreal Engine 3.
Cheers!
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