Adventure navigation and interaction...?
I┤m very new to the UDK. Instantly fell in love with it after I downloaded it when Epic released it a couple of weeks ago. Just adore the lighting possibilities!
Anyway...I have an old project that I tried to realize for a while;
An adventure game inspired by the old Myst-series. I started with another engine...but since the UDK now is "free" I would love to get a shot at porting my game over, since the other engine lacks in graphics possibilities and that┤s all my game is - atmosphere.
Sorry - now to the question;
Is there any mods/scripts/tutorials/help on how to make a navigation where you walk around/look as usual, but you can release/free the mouse/cursor to interact with objects/environment (click/drag/rotate/manipulate) with the camera frozen?
Appriciate any tips or directions.
PS. Two videos (xvid) showing what I┤ve done so far in the other engine (the blue boxes in front of the drawers are only placeholders for debugging, will be invisible in-game).
Last edited by tobiasniva; 11-19-2009 at 03:20 PM.
UDK is still very young, we have a few tutorials and talks going around about makeing mouse picking and rpg cameras. But no real complete solutions yet to my knowledge.
What you need is as you say, a Camera that can hang at a position and rotate during certain input, and allows clicking on objects in the scene. Thats probably a new controller Type for that kind of camera interaction.
To Interact with the scene using the mouse you need a custom HUD class, that one allows you to track the mouse on screen and listen for input and do screen picking of objects.
To make the interaction with the objects, you probably need to extend a actor that reacts to mouseclicking. You can sort out the clickable actors when you do your trace for actors in your HUD. Limiting the tracking to just relevent types.
Later for moving around You could add some invisible actors (that can be clicked). That keep track on what scene you will move into or where the camera will stop.
As for the actuall implementation I can't help any further. But thats essentialy the basic areas you will need to learn to implement to make this work I think.
Thanx for the reply Spaceman.
I will look into changing/adding a HUD then, as a starter.