Showing posts with label muzzle. Show all posts
Showing posts with label muzzle. Show all posts

Tuesday, November 23, 2010

Allar's Dev Diary #16: Day 6, Tower Defense Side Project

Sorry I'm 7 hours late with this posting, had to do some stuff.

Day 6 (11/23/2010)


11. Weapon Archetype System


When designing the system for towers to be placed, I thought it would be cool to only have a few base tower classes and then allow for a lot of per tower customization and attributes through the use of Archetypes so I can tweak settings within the editor instead of compiling every time I wanted to change a setting and so that if anyone picks up my project they can add their own towers by just creating archetypes instead of figuring out how to derive and code their own towers. I figure I want to make modding design elements as easy as possible so that if one design doesn't work I can quickly switch to another. The problem with this was, I have had no experience in creating a dynamic system that uses object archetypes rather than actual hard coded classes. Being that towers might be a complex feat to make into an archetypal system as my first project with archetypes, I decided that I should convert the current weapon system to use archetypes so I have something to base on. This took a bit of time to figure out all the kinks, but what I ended up with was a solid base for a really cool way to create new games with ease and test weapon systems without compiling. This means that once I fully develop a custom weapon class, all in-game weapons will be based off of the same weapon class but their attributes will be set with object archetypes. Of course, the archetypal system should also allow for archetypes of classes that derive from my base weapon class, and that is supported simply by the fact that UnrealScript is already heavily object oriented.

Here is a really long and boring video of a brief overview of my most recent Dev Diary posts and how to use the Weapon Archetype System. One day I'll get a better voice, I swear. <_<



Thursday, March 25, 2010

HTWeapon: Part 4 - Creating a Dynamic Muzzle Flash Light

Video Version


Subject: HTWeapon: Part 4 - Creating a Dynamic Muzzle Flash Light
Skill Level: Beginner
Run-Time: 17 minutes
Author: Michael Allar
Notes: How to implement a UDKExplosionLight for your muzzle flash so that your gun will light up its surroundings when fired.

Streaming:     720×480 1920×1080

Download:     Low-Res (75MB) Hi-Res (100MB)

Written Version


Subject: HTWeapon: Part 4 - Creating a Dynamic Muzzle Flash Light
Skill Level: Beginner
Author: Michael Allar
Notes: How to implement a UDKExplosionLight for your muzzle flash so that your gun will light up its surroundings when fired.

Wednesday, March 24, 2010

HTWeapon: Part 3 – Creating A Muzzle Flash

Video Version


Subject: HTWeapon: HTWeapon: Part 3 – Creating A Muzzle Flash
Skill Level: Beginner
Run-Time: 1 Hour
Author: Michael Allar
Notes: How to implement a ParticleSystem to use as a muzzle flash for your weapon.

Streaming:     720×480 1920×1080

Download:     Low-Res (156MB) Hi-Res (226MB)

Written Version


Subject: HTWeapon: Part 3 – Creating A Muzzle Flash
Skill Level: Beginner
Author: Michael Allar
Notes: How to implement a ParticleSystem to use as a muzzle flash for your weapon.

Creating A Muzzle Flash Particle System

Video Version


Subject: Creating A Muzzle Flash Particle System
Skill Level: Beginner
Run-Time: 17 minutes
Author: Michael Allar
Notes: Creating a generic muzzle flash to use with our weapons. The end result here looks pretty bad, but it works. Hey, I'm a programmer, not an artist.

If you already know how to create your own particle systems, just make a muzzle flash yourself. This tutorial is intended for people completely new to cascade like me and the result works, but is rather ugly. Or, if you are a programmer and have access to a technical artist, have them create your particle systems for you. (That is what I do :D)

Streaming:     720×480 1920×1080

Download:     Low-Res (53MB) Hi-Res (65MB)