This week I was able to finalize the basic functionality of our gametype. There are things that will definitely be added as we move on, but I have the base of it laid out. As I mentioned on my last post, I have also been working on the camera set up. I managed to get a simple camera set up that is based upon a specific actor's position. It is a basic scrolling camera that follows the position of the actor that it relies on. Although this is only a rough set up of our camera, I believe this is the eventual functionality that we will be needing for our game. Our game will basically have two camera set ups during gameplay. An initial camera will be the default camera that is showing more of the level in the view space and will have panning functionality to explore the level. Once the main action is initiated, we will switch to the 2nd camera which will follow the actor on screen based on it's position. Looking at this rough camera set up, I think this will be a great fit for our 2nd camera set up. I might still make some changes here and there, but it seems like a good version for the 2nd camera set up we are aiming for. Below you can see a screen shot of the camera set up I have so far. Ignore the aesthetic detailing that has been left out. This is all for testing purposes with placeholders for the initial build.
The 1st camera which will be the default camera is a little tricky to figure out at the moment. I have to decide how much of the level we want to show the end user. I also need access to the dimensions of the levels that will be created from the UDK editor so that I can account for all the various sizes in my code. Using that information, I want to create a camera set up that will show the character and a good amount of the level in the initial viewing space, but also be able to pan around all within the level's dimensions.
Definitely have some more work to do!
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