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josk

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Posts posted by josk

  1. It looks like Steam are starting to promote their steam machines etc. Its getting exciting.

    Can see more games being sold on Steam.

     

    I know I will treat myself to a VR headset, was reading about the Sony one the other day, looks impressive.

    • Upvote 1
  2. What DLC is planned next?

     

    People will want different things but for me Sci-fi props would be good.

     

    I can see a nice asset store being a nice addition, was there talk of allowing other people to sell assets via steam?

  3. Your ideas sound fine, I think you can can just use a pick(not tool) to check whether you are in range to hit the tree. Actual physics collision is not necessary.

     

    Doing it in LUA is the way to go and move onto C++ when you have gained more experience.

     

    Start with fixed locations for your buildings and then maybe play with placing buildings anywhere in a specified area.

     

    Unless you have made your own I d recommend FLOWGUI by Aggror.

     

    Look forward to seeing progress in this.

  4. Do you have basic gameplay working ? I mean exploring , mobs AI and combat , loot , equipment ?

     

    Exploring, loot and equipment. all the basics are working.

     

    Aliens, Ai and Combat. Have only done a little bit with this, the game play is different to a normal fps so its not done the standard way.

    Take a look at Grimrock.

     

    The first level is about learning what has happend and the basics of movement and interaction. You also come across one of the puzzles that you will find throughout the levels. The puzzle itself looks basic and will require more work to look better though it works.

     

    The first level is short, a taster to see what people think. The next level will be a lot bigger.

  5. Inspired by all the great vidos and screenshots I have revised my list of things to do before a demo can be released. Most if not all are needed.

    Depending on feedback that will leave just adding better lighting, textures, models and sounds where needed.

     

    Gui/inventory

    Any instructions and storyline need adding.

    Events for equipment need changing. At the moment you click the inventory and then you have to press F to activate flash light. Should only work via the inventory panel.

     

    Fire extinguisher

    Needs smoke effect applying when used and limited use only through the inventory needs applying.

     

    Store Room door

    Keycard needed to access. 0% done.

     

    Props

    Some basic medical supplies/food/equipment/weapons.

    Also room and corridor props and furniture.

     

    Sounds

    Generator, Flickering lights and footsteps.

     

    Lift

    The end of the level needs doing.

  6. To add a function to your player code all you need is something like this

     

    function Script:torchactive()
    
    self.Target2.script.active =1
    
    end
    

     

    If you look at your player script you will see functions like start and updateworld. It's just the same, you just need to call the function to run it as in the example player:torchactive()

    In the function place the code you need to run when the condition is met.

     

    If you ask in the programming/general discussuin forum even if its something small you will get plenty of answers.

    Also Rick runs lessons at a cheap price, might be woth looking into.

  7. I was messing around with that function earlier and I can't get it to work properly. It's as simple as using a key to open a door. But I can't make it work...

     

    I'm assuming you are able to pick up items and have storableobject.lua attach to them.

     

    In the inventorytGUI script around line 235 function Script:SetItemSlotProperties()

    remove the -- on the following bits of curitem code (removed in the code snippet.)

    --retrieve the item in the itemslot
    curItem = guiElement:GetItem()
    
    --The item in the itemslot can have a UseInventoryItem() function.
    curItem:UseInventoryItem()
    

     

     

    In the storable object script goto item.UseInventoryItem = (about line 40).

    In that function put your code. In my case I put player:torchactive()

     

    In my player code I have a torchactive function that makes the torch usable.

     

    Hope you understand this, I'm no teacher.

  8. I had a variable that just got called when you collected the flash light that enabled it.

     

    There is a player use function in the inventory script or similier which i'm going to go through instead when I get time.

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