The newest addition to my collection will be my first entry into this new section of my blog, which I will be coming back to as I have chance to test and catalogue each entry. I picked up this Vic 20 from a very nice man called Andrew who owned it since he bought it brand new so it’s been in a good home.
I was asked by one of my students about applying Toon shading onto the Terrain. I didn’t have an example then, but since I’ve had a little time to look into Unity 4 when I discovered the opportunity to apply a normal map to the terrain. This is done through creating a new shader and setting it to Nature/Terrain/Bumped Specular.
This needs for be applied through selecting the terrain and going into it’s settings which is the 7th option, it looks like a cog. Drag and drop that and the Normal maps will work.
Then it occurred to me, “Can I apply the Toon Shader?”
Yes, yes I can.
Toon Terrain Example
First update in 18 months…
A male Zombie. Sorry about the quality, I do have a scanner but it doesn’t work with Windows 7.
As I’m going to be doing some experimenting with Kinect next week with some colleagues, I thought it would be a good time to start on a model and rigging so that I have something to apply the captured data to. I’ve decided to do one of the zombies first, mainly due to the fact that at my current state with the prototype, the player is believable, but the moonwalking zombie robots aren’t. I’ve also decided to start with a female zombie, which for the time being I’ve called Zombie Woman.
So I sat down to do some research on Zombies in the only way I can; I watched the Dawn of the Dead remake. Why this film I hear you ask? Because it has zombies that run. Also I hadn’t seen it for a while and I realised the HD-DVD still had the wrapper on it. (Yes I have HD-DVDs, big whoop, wanna fight?).
With any luck you have compiled your scripts and everything is hunky dory. Time to add your bots to your level. Start by placing a bunch of notes in the positions you want your zombies to be spawned. I use notes as they have no function like pathnodes or playStarts so take up no more time when rendering paths.
4 rows of 12 notes to give an army of 48 startpoints for zombies.
All of this will be initated through Kismet
Once again, I want to state this builds on tegleg’s tutorial which can be found here http://forums.epicgames.com/showthread.php?t=755213
Script wise, this comes in two parts, one for the Pawn, on for the AI controller. So lets look at the Pawn first.
Blimey Charlie! You know when you haven’t updated you blog in a while when you can’t remember the admin URL! Luckily for me I’ve been getting a few comments left on pages with have needed moderating from helpful individuals telling me how many more hits they are getting than me, that they outrank me on google from people who have farming blogs, surfing blogs, hearing aid blogs and other random people wanting to leave links on my pages. So thanks to the latest one, from the email reminder link to moderate, I was able to find my admin page!
Anyway, I utterly digress again. Today’s update is about enemies and enemy AI and why it is best to actually heed the advise of people online when they are telling others that certains techiques don’t work well. On techniques that I was so sure would work well was to use crowds for my zombies. Initally it seemed like a very good idea, crowds run from one point to another and can react to your proximity. Crowds also take very little damage to kill, perfect for a bog standard zombie, so why am I about to tell you to not use crowds?
Posted in UDK
Tagged AI, Bots, Crowd, UDK, Zombie
Just a little update to say that I am alive and will be continuing with”Retroshooter” very soon (Monday) but last week it was exam board city and this week I’ve been visiting my family back home. The next part I will be looking at will be crowds.
If anyone is at Unreal University in London on Wednesday 14th July, I’ll see you there.
The newest UDK beta has been released featuring quite a few new tools including a Kismet debugger and improved foliage tools to name a few. I’ve downloaded the 1.5Gb update and will be trying Retroshooter on it later to make sure everything is tip top. I’ll report back then but meanwhile there is an interview with Mark Rein from Epic at http://www.next-gen.biz/features/epic-making-something-unreal which details some of the new tools and the future of UDK.
Following one from parts 1 and 2 of this section, I have implemented the trace functions to measure changes in elevation in front of the player and to adjust the aim.
RetroShooter is a work in progress title for the Isometric shooter just incase anyone is confused. I thought it would be prudent to show the influences for what I am attempting…
Lara Croft and the Guardian of Light (2010, XBLA, Square Enix, Edios Interactive)
I absolutely hammered this game on XBLA and rinsed all of the achievements. It was really playable and is the major reason for this prototype. Although the puzzles were very well implemented, I was left wishing for more enemies to mow down. Retroshooter will take inspiration from the level design to a large extent.