UnrealOni: Difference between revisions

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* [[#M3GM|M3GM]] - Static objects
* [[#M3GM|M3GM]] - Static objects
* [[#ONCC|ONCC]] - Oni Character Classes
* [[#ONCC|ONCC]] - Oni Character Classes
* [[#ONLD|ONLV]] - Oni Game Level Descriptors
* [[#ONLD|ONLD]] - Oni Game Level Descriptors
* [[#OPge|OPge]] - Objective Pages
* [[#OPge|OPge]] - Objective Pages
* [[#ONWC|ONWC]] - Oni Weapon Class
* [[#ONWC|ONWC]] - Oni Weapon Class
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===AI===
===AI===
* AIs can see other characters and read their team value and detect whether it the player or not.
* AIs can see other characters and read their team value and detect whether it the player or not.
* Probably all AIs will be able to alarm their comrades or call for help based on the information wheather player has a weapon.
* Probably all AIs will be able to alarm their comrades or call for help based on the information whether player has a weapon.
* Long-term goal is to support team battles, too.
* Long-term goal is to support team battles, too.


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* Mouse and Keyboard input
* Mouse and Keyboard input
** base movements (WSAD, crouch, jump, swimming)
** base movements (WSAD, crouch, jump, swimming)
** camera controls (First Person View, Third Persion View)
** camera controls (First Person View, Third Person View)
** climbing system
** climbing system
** pickup system
** pickup system
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'''Character logic component'''
'''Character logic component'''
* Loads character-specific properties
* Makes references to character components
* Makes references to character components
* Loads character-specific values for properties (health, team, etc.)
* Processes received damage


===ONLD===
===ONLD===
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===UI===
===UI===
'''Healthbar'''
'''Healthbar'''
* The color-changing, circle-shaped health bar is able to add health from a health potential (hypo powerups) and substract health based by incoming damage.
* The color-changing, circle-shaped health bar is able to add health from a health potential (hypo powerups) and subtract health based by incoming damage.


'''Main menu'''
'''Main menu'''

Revision as of 15:20, 15 March 2018


This is not a game, it is a technical demo at best.

It aims to answer the longstanding question whether Oni can be recreated within another engine.

We will document the progress and learned knowledge in hope that it will be useful one day for another project.


Content and features - overview

Examples we are working on...

  • 3RAP
    • weapon particle
  • AI
    • Behavior system (combined logic)
    • Hearing system
    • Visual system
  • AKEV - Static level geometry
  • Controls
  • IPge - Item Pages
  • M3GM - Static objects
  • ONCC - Oni Character Classes
  • ONLD - Oni Game Level Descriptors
  • OPge - Objective Pages
  • ONWC - Oni Weapon Class
  • PWRU - Powerups
  • SNDD - Sounds
  • TRAC - Animation Collection
  • TRAM - Animations
  • TXMB - Splash screens (Intro, OutroWin, OutroLose)
  • TXMP - Textures
  • UI - Health bar, main menu, pause menu, dev features (show AI health and team)
  • WPge - Weapon Pages


Content and features - details

Obviously there is a mix of ported (placeholders) or recreated assets at the moment.

We aim to replace ported content by other assets we actually own or continue to create.

3RAP

AKEV

AI

  • AIs can see other characters and read their team value and detect whether it the player or not.
  • Probably all AIs will be able to alarm their comrades or call for help based on the information whether player has a weapon.
  • Long-term goal is to support team battles, too.

Controls

Current PlayerController supports

  • Mouse and Keyboard input
    • base movements (WSAD, crouch, jump, swimming)
    • camera controls (First Person View, Third Person View)
    • climbing system
    • pickup system
    • screenshots
    • slowmotion

IPge

M3GM

  • Boxes
  • Crates
  • Barrels (destroyable)

ONCC

Characters

  • Konoko
  • Striker
  • Thug
  • Guard dog (mechanical drone)

Character logic component

  • Makes references to character components
  • Loads character-specific values for properties (health, team, etc.)
  • Processes received damage

ONLD

There's now a "levels data table" for level numbers, names, splash screens and intro/outro music.

ONWC

  • w3_phr

PWRU

  • Hypospray
  • Red ammo clip
  • Green energy cell
  • Shield
  • Invisibility
  • LSI (datapad)

SNDD

  • Importing new textures has become relatively easy with UE4. Import them as 16-bit PCM wave files.

TRAC

TRAM

TXMB

  • Importing new textures has become easy with UE4. There's no more need to split big images into smaller one.

TXMP

  • Importing new textures has become easy with UE4.

UI

Healthbar

  • The color-changing, circle-shaped health bar is able to add health from a health potential (hypo powerups) and subtract health based by incoming damage.

Main menu

  • Provides option to choose screen size
  • Start new game / quit

Pause menu

  • Provides functionality to click through different types of pages (objectives, items, weapons)

Dev features

  • Widget to show AI health and team

WPge

Links to valuable learning resources

Visual scripting

  • nodes overview with helpful explanations

Tutorials