Hey guys, I've been looking into a few different frameworks and APIs for a game I've been drafting. Right now UDK looks like it might be the best fit, but it would help if a few people with more experience could answer a few questions for me.
The game
Do you think UDK would be a good fit for this project? If so, do you have any advice for best practices in how I may achieve some of these goals?
Now I'm fairly aware of the mechanics of games, and I've been working as a developer in the financial IT world for about 5 years. I have a strong Object Oriented development background, but I don't have much hands on experience with modern game engines. The last time I was doing anything similar was working with the Source engine, and Hammer. I'm able to map, not able to model or animate (but that doesn't matter in this prototype phase).
I'm confident I could put together a reasonably small scope project to accomplish this, but I'm afraid of the complexities of working in an unknown environment. Will I have to write an advanced pathfinding/waypoint API because I want the players to have direct control of the bots?
Any guidance would be greatly appreciated. Thank you.
The game
- Top down or Isometric view
- player controls multiple bots vs an AI or human opponent with a similar number of bots(a bit like an RTS, but also similar to battlefield/natural selection "commander" views)
- players need to be able to create waypoints and areas of interest for the bots ahead of the game (think of Rainbow 6, or a football playbook)
- bots will have to attack each other, and take objectives on the map
- on top of waypoints, I'd like to add some trigger points so the bots can camp a corner or setup as a sniper. And provide the user with some interface to put together event triggers, so that bots can co-ordinate with each other and hold positions then move up/fall back etc.
- similar to point-based triggers, I'd like to develop bot-specific tactics (think dragon age). The bots could be setup by the player to be aggressive, defensive, treat certain objectives with high priority etc.
- I'd like parts of these controls to be available real-time in game, as well as in the pre-game setup
- I'd like the ability to maintain information on each bot, and retain that every time it respawns(ie: set tactics for and name a bot, and it'll stay that way even after death)
- Later I'd like to go into some more advanced UIs for management of your bot roster out of game, and create a single player "campaign" mode.
Do you think UDK would be a good fit for this project? If so, do you have any advice for best practices in how I may achieve some of these goals?
Now I'm fairly aware of the mechanics of games, and I've been working as a developer in the financial IT world for about 5 years. I have a strong Object Oriented development background, but I don't have much hands on experience with modern game engines. The last time I was doing anything similar was working with the Source engine, and Hammer. I'm able to map, not able to model or animate (but that doesn't matter in this prototype phase).
I'm confident I could put together a reasonably small scope project to accomplish this, but I'm afraid of the complexities of working in an unknown environment. Will I have to write an advanced pathfinding/waypoint API because I want the players to have direct control of the bots?
Any guidance would be greatly appreciated. Thank you.
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