Progress

Things are chugging along as usual, we’ve had our second milestone (more for us, no grading like the first one), and we’re progressing nicely. I’ve begun to explore the UI features of Unreal 3, and am now taking on the role of UI designer thingy person in addition to my level design duties. As mentioned in earlier posts, almost everything is functioning to a decent degree for such an early stage, and soon enough we’ll have more permanent solutions.

One of last week’s problems we tackled was our enemy AI. Our design calls for enemies who are for the most part idle, and only attack the player when a certain radius has been entered. Some of our level design scenarios include the removal of level elements (such as a bridge) from beneath the enemy’s feet, causing them to fall to their death. By default, the UT3 AI instructs bots to jump to safety when footing has been compromised, and disabling this proved quite the challenge. Eventually Shadi (our coder) came up with a solution, and now our bots fall… like dominoes. Yeah, that was lame.


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