The final few weeks have been extremely busy. Before week 10 I had experimented with AI for my NPCs and managed to get on with it quite easily. A couple of problems with it is that the animations of the models don't seem to play correctly sometimes and that they can still be shot and bleed. No matter what I do to stop them bleeding it didn't seem to work. But then in game settings I discovered a setting that allowed me to turn gore off. So now they don't bleed and there is no chance of them being blown into big meaty chunks if i stick the weapons cheat in for UT2K4. So now I have several NPC's that react to events only and my sidekicks. The sidekicks in the game just follow the player around the map. This is a default setting that the class for these NPCs inherit from. They inherit from class Monster, but are unable to perform any of the fighting states within that class.
I also added conversation to my game. You can talk to one of the NPC characters that is controlled by events and actions and get a task off him, which is the butterfly mini game mentioned in an earlier post. This conversations were created using CSDTalk, which is a set of classes created by Jesse Schoch at Critical Systems Digital, who create mods for the Unreal Engine. This was extremely useful and works well in game. But I did discover a bug within it to do with alternate conversations that I sill don't understand and have been unable to fix. I may be just using it wrong, I don't know =P
Here is the NPC and conversation system in game.

The other major part of the game was getting the cutscenes done, they turned out pretty long =S woops. They were not supposed to be as long as they ended up being.
Everything has gone really well but there was one bug that I have fixed right at the last moment where you could lose the game because of an npc getting to close to the losing trigger I've now set the trigger so that it can only be activated by the player.
Just the documentation to do now.
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