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DDproductions83 is Going Indie.. God have mercy on my soul


DDProductions83

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So interestingly enough, Decision has been made for a more 'streamlined' approach to a simple yet fun game concept and I am actually *vomit* doing programming setup correctly and making templates to allow the game to be easily moddable to custom build your own dungeons with various degrees of traps etc.

 

Checkboxes and number inputs are powerful amg!!! the blueprints actually do not make me want to shoot myself when I do what I view as needless work in order to make it a easier user experience to create their own stuff with.

 

 

i can even make visual components to help aid dungeon designers and myself for traps how the hit where etc, that are invisible/unrendered when playing but show in the editor, much like editor markers for fallout/skyrim but these editor markers actually guide things like the white box showing where the column will travel to. You can even make things more dynamic and add options for multiple 'fake' pillar locations and have it move in sequence, or even at random, and this is all just one flipping trap idea :) We are going to add easy clickable material swaps to any material on it at construction time, as well as the option to have spikes on any side you want, allowing you to make a elevator type platform that can kill you lol, we can also make it capable to be triggered on pressure plate or wall switch.

 

One cube, ten thousand possible uses. GG me. GG

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I wish you the best of LUCK DD ^^ !

 

The Unreal Editor is a really fun & user friendly Editor & i have been messing around a lot with it before.

Made a lot of Maps for Unreal Tournament & Unreal Tournament 2004 in the olden days :laugh: !

 

Havent tested out much yet with the Unreal 4 engine but got the editor downloaded....

 

Just have to get my lazy ass of the ground & start learning that one to, hehe!

 

Here is some screenshots from Old maps i did for Unreal Tournament...

1924190_48024613227_2843_n.jpg?oh=84d5d31924190_48024623227_3263_n.jpg?oh=a2caa7

1924190_48024603227_2415_n.jpg?oh=d1747a1924190_48024608227_2635_n.jpg?oh=7545ee

 

This was a Miniputt Map i did of my Old apartment i lived in when first Unreal Tournament came out ^^ !

Had a lot of fun making this Map & added a lot of Special features to it!

 

Like the Microwave owen on the Map...

 

If you jumped ito the Oven you could find the Redeamer inside of it but if an enemy shoot the startbuttom on the owen the owendoor closed & roasted you inside, hehe!

 

1924190_48025188227_6463_n.jpg?oh=102aba1924190_48025193227_6692_n.jpg?oh=92c436

1924190_48025198227_6927_n.jpg?oh=a24ecc1924190_48025203227_7159_n.jpg?oh=0b5e1d

 

This is some Screenshots of a Miniputt Map i did for Unreal Tournament 2004 of the apartment i live in now :) !

 

Sadly i never got to finish it cuz my Harddrive burned down & lost all i had done :huh: !

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I got abducted in the process and actually replaced by someone with organizational skills, just warning you all, I am a alien

 

*SYNTH DETECTED*

 

:D

 

I'm impressed, that's some bang tidy work right there dude!

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Do you include the spikes in the bp of the moving block? Why don't you just move the whole bp root and attach the spikes (separate bp) to it in editor? No need for that much complexity.

 

? The spikes are 10 diff nodes and optional, and everythig moves with the main node, but the main blocks and the 2 parts of every 'spike' are interchangeable and moveable independent of each other. That is about as simple as it can be made with the level of modality of it.

 

 

IE that has 22 parts that can be moved all on their own and have their meshes changed AND have their material swapped, as well as individual timers that can be random or exact, trigger box detection to set it off, trap detection to set it off once, begin play loops etc.

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Hmm ok... So the spikes also move independently from the main block? Like moving in and out of the block while the whole thing is moving, so you have to catch the right moment to jump on them without getting perforated? Guess I would still try to do it in two blueprints. One that only makes the block move and one that makes the spikes move relatively. Then you just attach your spike trap(s) to the moving block blueprint in editor. That way you could also use the spikes as a separate trap that comes out of the (static) ground.

 

Or I am just retarded and don't understand what you want to do (probably this). However looks like an interesting game you are putting together.

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Hmm ok... So the spikes also move independently from the main block? Like moving in and out of the block while the whole thing is moving, so you have to catch the right moment to jump on them without getting perforated? Guess I would still try to do it in two blueprints. One that only makes the block move and one that makes the spikes move relatively. Then you just attach your spike trap(s) to the moving block blueprint in editor. That way you could also use the spikes as a separate trap that comes out of the (static) ground.

 

Or I am just retarded and don't understand what you want to do (probably this). However looks like an interesting game you are putting together.

Haha I made a video but im passing out while it's editing so it will be up tomorrow. I went a little overboard on how customize-able the block is honestly. it might turn some people off, it's like opening the Magic effect tab in fallout for the first time. A lot of the other ones would be very easy. There is nothing wrong with multiple blueprints inside one. there are 10 diff trigger boxes, they are all inactive unless you switch the spikes on, the auto play function and trigger box function are basically copies of each other but it seemed better to just copy/paste and separate them for ease of use from a user standpoint. If trigger is checked the auto play just nullifies onload, if auto play is checked the trigger doesnt fire. No real script lag or anything besides a bit of complicated code :smile:

 

The construction blueprint allows the modder/level designer to fully customize the block in the easiest of ways, drop down menus for materil, mesh, X Y Z for offset, scale and relative transform to itself.

 

Once again, I did make it a little too insane. I will probably make a simpler version of it that just has spikes that can move in and out or remain stationary. That one can be used as a elevator, knock off block, it has 22 parts so you could technically construct a moving room out of it though I imagine a blueprint from the ground up would be easier on the offsets lol. That block is probably going to be underused compared to the flexibility of it just due to how complex it seems on the outset :tongue:

 

Edit: It also has destination marker that can be toggled rofl, and that changes as well with the meshes and textures on the main block :)

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