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Level on the inside of a sphere

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    Level on the inside of a sphere

    I had a "wouldn't it be cool if..." idea for a level the other day, but I have no idea how it could be made to actually work.

    Basically, a level on the inside of a sphere. You look up and can see other players running around trying to kill each other. Look to your right and see another running down the side of the level.

    It would be extremely cool, although possibly somewhat disorenting, but I have no idea if it is possible or not. Any ideas on it? I tried to quickly knock out a "proof of concept" level, but I can't get past that silly gravity thing...

    #2
    It's possible though it will require scripting, lots of it.

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      #3
      That actually sounds pretty cool, but yeah, I think you'd have to figure out some way to script the gravity changes

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        #4
        you could maybe disable gravity and have a force pushing out from the centre of the sphere.
        it does sound good the way you described it

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          #5
          Originally posted by tegleg View Post
          you could maybe disable gravity and have a force pushing out from the centre of the sphere.
          it does sound good the way you described it
          Yeah, that's what I thought at first too, but the player (by default) won't rotate along with the curve of the sphere. So if you managed to make it to the top, it would feel like you were connected to the floor by the top of your head. :P

          Originally posted by pulse0o0 View Post
          It's possible though it will require scripting, lots of it.
          Thought so. I'll do some more research and see if I can come up with anything solid.

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            #6
            Possible if you write your own game code (replace most of epic made scripts for udk).

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              #7
              you could rotate the pawn with script so its head is always pointing to the centre
              but yes its going to take a lot of messing around with code

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                #8
                Heh, there was already an attempt for UT2k4 with this (DM-MCE-Relativity) and I want to create such a "inside-ball"-map in the future (actually I already have a working prototype for the Onslaught gametype, but it doesn't affect bots and the rotation updates come a bit late for players in online matches, causing it to look pretty much like hovering over the ground all the time and some weapons get really confused by that, i.e. they always fall down to the correct surface offline, but online they just fly straight like a rocket).

                Another problem with this is the gimbal lock: By default you can't aim more than 90° upwards from your usual perspective, creating the need to rotate your view a lot around when you want to target something that moves pretty much above you in such a sphere.

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                  #9
                  This has been attempted an awful lot since the launch of UT3, but as far as I'm aware noone has actually successfully implemented it particularly well.

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                    #10
                    i do remember 1 which worked pretty well, tho i dont remember its name. it was a 3d sphere maze. its essentially a planet covered in walls making a simple maze and the player stays still but the world rotates accordingly. ill see if i can find the youtube vid of it. dont see it working too well for multiplayer though unless you change the code drastically

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                      #11
                      Originally posted by ambershee View Post
                      This has been attempted an awful lot since the launch of UT3
                      Agreed, it has. I've been looking at posts from several years ago on many different sites. Phys_Spider gets brought up way too often... It's a shame that there's no official solution yet. So many possibilities would be opened up with wallwalking support such as the topic here, gravity puzzles using the ceiling as additional space, Zelda: OOT style "twisted corridor" (shadow temple).

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                        #12
                        http://www.youtube.com/watch?v=CnymC...eature=related

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                          #13
                          He also says how he manages it. Because it's a sphere, the kActor is quite easy to handle with forces.

                          A player or pawn is a very, very different task, because they're not handled as simple spheres and have all manner of other issues, such as keeping their orientation correct and their animation structure working.

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