Tuesday, October 15, 2013

A Quest for Rome: Personal Game Project UDK

Much like the Romans this game was a long and hard conquest that is still going on as I type this out. Currently this project is probably in pre-pre-preeeeee Alpha. I, and my team had only three weeks to make a game that functioned and fit the theme, fairs. Roman festivals, and their events such as the gladiatorial battles and chariot races are the foundation for fairs to come. Fairs evolved into market fairs known as Roman Fairs in the middle ages all the way to today's State Fairs.  Our job was to capture this essence into a game, and so we did a gladiatorial combat game that also has a market (perhaps in the future it will have lots of life and the gladiator/player could interact with the market and the universe around them.


Below is a sample of the code I wrote to develop a very basic and rough melee combat system. This took me four days to learn.


I tried over ten different tutorials and even a backup plan of a roller coaster for a "Roman Themed" fair ride just in case the team wish to go more modern with the idea/

The Roller Coaster tutroial didn't pan out but it did teach me how to use splines. Through the various tutorials I tried and most failing I learned how to use the following programs and techniques and did use some of them on the "current" final product.

Maya
3DsMax
Mudbox
Kismet (I tried a melee system using kismet, it worked but it wasn't viable for bots.)
Splines
UnCodeX
Microsoft Visual Studio
Unreal X-Editor
Mavrik Project Suite Management
Blender.


For the weapon animations I used Blender, and Unreal X-Editor I used for the majority of the coding.

The weapons were made in Maya and 3DsMax

Below are the weapons I made. Also below are models I made using Maya, 3dsMax and Mudbox that haven't made their way into the game. I was and am at this moment still having issues with the polygonal faces not texturing/painting properly. The weapons are also untextured in the game and here due to the previous problem and time restriction that prevented me from learning to fix and them import them all together from Maya, to Blender, then to UDK.











In the future these models will hopefully make it into game, and had I had more time they would have.