It looks like an awful lot of stuff is happening in Lua scripts rather then in the C++ code. This includes spawning of objects and loading meshes for instance. I guess it's a good thing since scripters can change many of the game parameters without changing the code.
Friday, 8 February 2013
CE3 Entities 101
Here's some information you may all find useful.
It looks like an awful lot of stuff is happening in Lua scripts rather then in the C++ code. This includes spawning of objects and loading meshes for instance. I guess it's a good thing since scripters can change many of the game parameters without changing the code.
Every entity is basically split between two files: .ent file in Game/Entities/... and .lua file in Game/Scripts. Generally the Game folder is where you want to be looking for pretty much anything assets related. The files are stored in .pak archives which can be uncompressed with a 7-zip or WinRAR like any regular archive. I'd recommend uncompressing these archives and having a look around. Also extracted files take priority over those in the archives so you don't have to put modified files back into .pak files.
It looks like an awful lot of stuff is happening in Lua scripts rather then in the C++ code. This includes spawning of objects and loading meshes for instance. I guess it's a good thing since scripters can change many of the game parameters without changing the code.
Wednesday, 6 February 2013
CryEngine 3.4.4
A new version of CryEngine SDK has been released together with an updated demo level and some new assets.
Download
Tuesday, 5 February 2013
05/02/13 progress meeting
From last week:
- managed to achieve creating all of the white-box assets, but did not get them into the engine as planned
- new pivotal is up and running and will be completed with the next phase of tasks soon
This week's goals:
- fill out the rest of pivotal
- get all white-boxed assets into cry engine
- concept art for the map (greg) and characters/units (tom)
- create draft designs for the UI (jayden/group input)
- Code the camera into the engine + work on click to move (jan)
Feedback:
- sounds like we're on the right path, but time seems tight
- definitely need to set milestones for when each phase of preproduction/production should be completed
- looked at learning outcomes somewhat
Monday, 4 February 2013
Tom's Progress Update
Champion Creation
The basic champion template that I am working toward draws similarities to weapon system on Guild Wars 2 (more so than any MOBA, anyway). Each champion will feature a primary attack (or spell, or ability) that functions as a basic/auto-attack, and abilities. The primary attack with respect to League of Legends would be a champions "innate" ability - but thematically tied to the champion's weapon. The decision to use this layout over the League's is for a number of reasons.- Engine: CryEngine typically supports shooters, and so "basic attacks" should feel comparable to a shooter. In particular, aiming. While League of Legends supports a "basic attack" that cannot miss (except in specific cases), in a shooter-engine, every attack should have to be aimed.
- Theme: Hordes is placed in a real-world setting (albeit the aftermath of an apocalypse). There is no magic, bows and swords (mostly). In League of Legends there is very little difference between a champion's basic attacks beyond range - and as a theme, I dislike this. A shotgun should feel like a shotgun; an uprooted stop sign should feel like a make-shift mace; a set of talons should feel like knives.
The simplest example would be to compare a shotgun to an assault rifle:
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