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Showing posts from May, 2018
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14/5/18 Player Health A resolution has been found for the player to die and restart the level by creating a event destroyed, then connecting to open level.  However, this is only done by decreasing the players health by pressing ctrl and not through contact from the AI. Another change in level came with the AI bot.   It was found my opening up another level in third person and transferring the third person character files out into the current level files, options became available for the AI bots mesh to be replaced with a third person mesh, along with third person animations, replacing the previous AI body mesh in a T-pose and floating gun. The AI now is more realistic in its movements from previously.  Another change since this new AI mesh was imported into the level, is that the AI is now being destroyed, however, the AI is destroying itself on impact with the player rather than being destroyed from players gun shots. To try and resolve t...
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11/05/18 AI Conitnued  Today has seen the continuation of fixing the AI bots.  Following more tutorials on AI bots, health and HUD displays, in an attempt to rectify what might be the problem with the AI, in terms of getting the AI to die, and kill the player and the level to re-start again. Following on from  yesterday and following a tutorial on creating health for the player and the AI, https://www.youtube.com/watch?v=9CW46uMjch8, (Virtus learning hub, 2016).  Having watched two Youtube tutorials yesterday from the same channel, it was decided to go back and investigate whether there is a missing element for the AI bots, in why they are not being destroyed or killing the player and restarting the level.  One possibility was that the a health bar was required.  Following the tutorial steps into how to create a health bar for the player and to be transferred for the AI later, health capacity was created for the player blueprints.  Variables n...
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10/05/18 AI Bots Furthering development on the AI bots to improve them, additions were made to the mesh.  Through some experimentation, the AI bots were able to have arms.  On further investigation a full body was able to be imported for the AI. Far from perfect or what was envisioned, the new look AI was a improvement from the floating gun, or floating gun and body less arms. Following another tutorial, https://www.youtube.com/watch?v=lipLWMbyMq0 , (Ormstad, 2015), the last attempt was to enable the AI to destroy the player and the player to destroy the AI and start the level again.  However, after following the tutorial instructions, the desired effect has not happened.
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09/05/18 AI Bots Today focused on adding AI bots into the layer.  With the level being a death match game that could also be used as a capture the flag level too, AI bots were put into the level to help demonstrate this. Following some more YouTube Tutorials, https://www.youtube.com/watch?v=3GV6-4uhkYc , ( Virtus Learning Hub / Creative Tutorials , 2016), https://www.youtube.com/watch?v=xPb3sV4lZuY&t=31s , ( Virtus Learning Hub / Creative Tutorials , 2016), on creating AI's for the level, in how to give the AI ability to chase the player and roam around in a perimeter guarding an area and once the player appeared the AI would move to intercept the player. From the modes menu and dropping first person character into the content browser, then opening up the blueprints to add the blueprints so the AI can chase and guard. The first person character was re-named AI in the contents browser.  In the mode section a nav mesh bounds volume was placed into the lev...
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08/05/2018 Unreal Additions    Today focused on finishing final elements to the level in Unreal game engine.  This include adding point lights to lampposts to enhance the lighting.  Creating fog and rain in the level as well as adding collision to the outside boundaries of the level. Intially when going into the level to play, the player kept falling through the floor, even though collision had been created.  To fix this caveat, the settings for the floor was changed to complex rather than simple and then changing the collision settings further by selecting use complex collision as simple.  This resolved the problem and allowed the player to roam around the level. For collision around the level, volume boxes were dropped in, acting as an invisble wall, preventing the player from going over the edges during game play.  The volume boxes were simply stretched out and placed into the correct position.  This was aided by the foll...