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Working Title: Hero Quest

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    Working Title: Hero Quest

    Hi all,

    after long years of other interest I finally returned to Unreal Engine. Last project I managed was my UT2k3 mod Global Warzone ... but thats just about my person and the past.

    Our next project will be a game with rules and playstyle, like the good old table top HeroQuest
    (maybe some of you can remember...perhaps the older ones, like me )

    For this I started with an old friend (modeller, animator) that project.

    Some core features will be:
    - fully integrated level editor (no UEd needed to creat new maps)
    - fully dynamic created levels
    - rule set from good old HeroQuest
    - point & click, round based gameplay
    - up to 5 people per network (1 Morcar + max. 4 Heroes)
    - nice meshs, music and fight animations (something like battlechess )


    Finally I will present my current work process here...currently the map is made in UEd, but the mobs are spawned by code.
    http://www.youtube.com/watch?v=f4Bo3Rpdqu4

    Finishing the LevelManager using the LevelGeometry-Factory will be the next bigger step (including a side view on loading and saving data)

    Some more Vids will follow
    BlackHornet

    #2
    nice work
    how did you do the point and click, might i ask? i need something like that for my project.

    Comment


      #3
      I did it with a simple Trace...

      Each floor tile is a single static mesh, so i trace the static meshes and position a decal above its location, this is handled by the HUD in the PostRender() function.

      Comment


        #4
        Originally posted by Quade View Post
        nice work
        how did you do the point and click, might i ask? i need something like that for my project.
        There is a great point-and-click tutorial in the Programming section of these forums, the author is roychr.

        Comment


          #5
          Once you have selected a square, how does the character choose to get there?
          FOr example is ther path finding for it they are in a hallway?

          Looks good so far man!

          -LW

          Comment


            #6
            No pathfinding yet, only a MoveTo() at the moment.

            But it will be needed later i suppose, if we have doors the characters can moove through. But due to the fact moving distance will be limited later on (a character may move 6 fields), we need a different approach to solve this "problem".

            Comment


              #7
              Nice work so far. I'm really interested in the visuals you'll create for the traps.

              I'm one of those 'older ones' that remembers Hero Quest. I still own it. I think I even get extra nerd points because I painted all the pieces.

              Comment


                #8
                Originally posted by BlackHornet80 View Post
                No pathfinding yet, only a MoveTo() at the moment.

                But it will be needed later i suppose, if we have doors the characters can moove through. But due to the fact moving distance will be limited later on (a character may move 6 fields), we need a different approach to solve this "problem".
                so are you calling moveTo from another controller to their pawns?

                how do you do it exactly, are you first adding a move target like: pawn1.contoller.moveStartTarget = selectedTile;
                pawn1.contoller.gotoState('scriptedMove')
                ?

                -LW

                Comment


                  #9
                  Yes, something like that, in my case its a function in my own AIController class:
                  Code:
                  function OnAIMoveToPosition(Vector aPosition)
                  {
                    MoveDestination = aPosition;
                    if(!IsInState('MoveToLocation')){
                      `log("Current State: "@GetStateName());
                      PushState('MoveToLocation');
                    }
                  }

                  Comment


                    #10
                    looks like you have some nifty code there. Good work!

                    I remember the game you mention with fond memories

                    Comment


                      #11
                      thanks for the comments...

                      and for all of interest, more infos and contact with our team is available at http://www.mirage-development.de, there you can find our forum too, just go to Support and there will be the link

                      (attention: everything is in German!!), sry for all others, who cannot talk/read/write german

                      Comment


                        #12
                        Hell ya,

                        got my XML-DOM-Parser to work, read and parse a xml file of any structure. next step is the possibility to create a DOM-Tree and save it on disk...load and save level-description will be next step then => fully custom created levels, ingame integrated level editor => UEd wont be needed any longer to create levels for my game *g* (only for the upk-files)

                        Comment


                          #13
                          And something new after a few days...a new test with a basic xml level content structure...

                          The floortile is a custom mesh now, same mesh, same material on every plate, but each looks slightly different (thx to my artist for that thing)

                          http://www.youtube.com/watch?v=gQ6eXIH3ItM

                          Comment


                            #14
                            Nice project, and less expensive ^^
                            Wait and I want to see the next ! Good luck and courage.

                            Comment


                              #15
                              i remember HeroQuest but i went for Space Crusade

                              board games i mean

                              looking good so far

                              Comment

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