|
[ 19.12.04 ]
Because the mod is on hold, and I'll probably be migrating to the Source engine or Stalker, I have recompiled the latest
working source files and uploaded a playable pre-alpha version of the mod in the files section. Enjoy!
>pospi
[ 8.12.04 ]
Ahh yes, I am reminded that I haven't done anything on this mod for bloody ages. Well, the news is this:
Somewhere along the line, I found other game engines to learn, more cool shit to do, and of course other
things that dont involve being in front of a computer.
So, for now and ONLY TEMPORARILY (this is me stressing this), EscherSketch is on hold. I don't know what
the future may bring, but migration to a newer game engine with cooler stuff I can fiddle with is a
possibility.
I guess if you want to check back here every couple months to see if anything's happening you may get lucky
some time soon.
>pospi
[ 17.08.04 ]
Long time, no update. Apologies for that. I haven't actually done anything with escherSketch since i last posted,
which is obviously a very lazy thing to do. Too much other stuff to handle right now. But it's alright because
I still plan on finishing this one day, at least. In the meantime, I've made another small fun mutator
to hold you all over, it's called 'Insta-BeatDown' and you can check it out here.
Work *WILL* happen on escherSketch one day, it isn't dead, just give me a while to work out this other
more-important stuff first.
>pospi
[ 29.06.04 ]
As of now, I'm changing the name of this project. From now on 'grabin' shall be known as 'escherSketch'.
Finally, I've thought of an actual name that goes some way to describing the game as well as (hopefully)
sounding mildly interesting. And of course to reflect this there's a new logo up the top. I hope you enjoy.
>pospi
[ 19.06.04 ]
I'm waiting on some website work, which means you get an update. 'grats.
A couple of things, some of my smaller (more shitty) mutators
have been recompiled to handle the new patch, which means for all those who downloaded
supermegaBULLSHIT or linkGrapple off fileplanet will have to do it again. Sorry guys!
Back to Grabin stuff, well it looks like i won't be releasing any kind of alpha soon like i promised,
mainly because i spent ages adding new features instead of fixing up the bugs i still have left. Go take
a look at the HUD in the images section, it's pretty wicked i think. Also I've been fiddling with
gravity manipulation like i said, mainly because i really, *really* want to put in escheresque maps into this
thing. At the moment i've got a spell where you can 'fly' around in the direction you're looking in. Except
that it's actually controlled falling, not flying, and you can really kill yourself good with it if you
aren't very careful. I'm having some success making people walk on walls as if it was the floor, but there's
a lot of optimisation and jitter removal needed there still.
I've also added a new style of wall jumping to the mod, which hopefully will be more skillful, useful
and fun to play with. Instead of dodging away from walls, you only need to press jump to 'push off' from
them. That makes it a bit easier to do, for a start. When you push, you come directly away from the wall,
which i think makes more sense. It also means an element of problem solving, to work out which wall
to wall jump off to cross a gap. It also won't slow your fall at all like dodge jumping in normal UT2004
does, which means youll have to be a bit more careful with it. To offset the ease of wall jumping
in Grabin, it becomes more difficult to do. You'll only jump off a wall if you were heading TOWARDS it
with enough speed, so if you're falling alongside a wall you're going to fall down a lot and die rather
than push off. Oh and finally and most importantly, you can wall jump as many times in a row as you
like in Grabin, which makes some cool jumping puzzles possible, kind of like the ones you may have seen
in Prince of Persia 4.
Anyway that's what i'm up to with Grabin, sorry for the wait again but looks like that's all you can
do. heh.
>pospi
[ 24.05.04 ]
Man, you gotta love that heading colour. Ok, maybe not, but it's funny since it's really hard to read. Fine, I change it.
Anyway I just wanted to say a quick thing about the movement system Grabin will use.
Basically, I have coded in proper jumping code, so that when you jump, the direction is taken from the normal
of the surface you're standing on, rather than straight up. What does this mean? Essentially it means that in Grabin
you'll have to use the landscape to your advantage - If you can find a forward - facing slope to jump off, you'll go much
further. If you jump when running up a steep slope, you might actually go backwards. Also I added proper momentum to the
game, so that jumping off a moving object will catapult you in the direction that object was moving. You know, like lift -
jumping in UT, but in three dimensions. I am tossing around the idea of being able to push yourself off walls by jumping as
well, a little like wall-dodging but easier to do and less powerful. If i add this in, Grabin could have puzzles where you
have to jump back and forth between walls to get places. I'll keep you posted.
Oh, the other thing of note is that the prototype of this whole thing is due (as an assignment) in a couple of weeks.
So depending on how complete / good it is, I might put an alpha version of the mod online for you all to test.
>pospi
[ 18.04.04 ]
The gesture system (ie foundation of the mod) is fully operational and can recognise player gestures really
easily. My flatmates and i had a bit of an alpha test on the weekend and it played really quite well. There were
a few minor alterations needed of course, but overall the gameplay is solid. This is a great relief to me since i
have been idly wondering over the last weeks if the game will, in fact, be fun to play. So i got lucky. I took a few
screenshots of it all, but they turned out looking not quite impressive, so i may have to take some more. I'll upload
them some time soon anyhow.
Also, i've stopped releasing source code on the progress pages. Sorry about this, but if i want to actually get down
to it and work really hard at coding the mod, i need to not be distracted by these huge write-ups of what i've been
doing. Everything i've written and released is still there though, and i released a final look at the code as of the
alpha test. I'll still be writing down the new additions and alterations in the mod however, just shorter and less
explanatory. After all, i need to keep track of what i'm doing. What's there should be more than enough to give
anybody who is interested an indepth look at the mod as well as some helpful info on working with interactions, vectors,
weapons, mutators, PC's, replication etc... or to say more simply, general uScript modding skills.
>pospi
[ 11.04.04 ]
Grabin gets on the move! I've updated the website and made it all pretty. Aww. I'm going to add to the other pages
whenever i get around to it so that there's a bit more enticing material hanging about.
I guess this is a good indication that I'm actually serious about developing this thing, and that it will be
slowly and inexorably working its way to completion in the coming weeks/months (years)?
So, to sum up where I'm at with the project right now: I have a working base to build the mod on. That means
that all the important visual effects are ready and i know that it is, indeed, entirely possible to
code the Unreal engine to recognise gestures and do different things based on them. The Grabin Sword is ingame
and works just fine, I'm leaving animation until later though since hardcoding different sword swings by directly
manipulating its rotation is going to be a pain in the arse. There *is* a reason for the stupid animation
technique, i promise.
As to where I'm going now, the next steps are going to be to get gesture recognition coded in and have it generate
some basic attacks since they are easy to test.. and animate the sword. In all honesty, once that part is done
the rest should come relatively easily (:
Oh and, some nice trivia - that logo up the top there took 12 minutes to make! No, seriously. I'll do a better one
someday. Maybe.
>pospi
|
|