KarlMariaSeeberg, on 28 March 2015 - 01:06 AM, said:
just sat through your abbey walkthrough but watching you walk all over that bench and table got me thinking:
you are porting urt's classic maps to urt hd, the layout of the map is easily recognizable but that's a purely visual effect.
how close will you be able to recreate the feeling of those maps?
will all the jumps we know, love and use in all the various maps still be possible?
is this something you are going for at all?
it's kind of weird to see those maps take shape when on the other hand the physics engine/ part seems to be far from finsihed.
quite frankly i don't see the logic behind that approach. if you don't know what's possible in physic's terms then how can you already build maps that demand a certain movement in order to be worthy enough to represent those maps in urt hd?
shed some light on that matter.. thanks
Totally understandable to be able to see the Urban Terror “feel†in a few WIP's and due to YouTube butchering the Original video it's not a very good way for use to be able to convey that impression as it would in hand and under actual game play.
And yes it seems that things are being put together backwards but that’s because of the following bullet points.
1: Unreal 4 is modular in design that allows individuals working on the HD project to own their own projects that can be consolidated later as part of the main build.
2: The “physics†that is Urban Terror is not bound to the assets in the same way as it is in idtech3. This gives the map maker the ability to tie in individual plug-in movement and physics systems with out the need for the game actual. Adding in bots for example as for the need for local test one just needs to drop in in a bot entity and create a Nav volume.
3: The big change in map design is both vertical and horizontal game play can be included as part of the map concept. In the case of Abbey the roof tops can be accessed as there is little or no drop in FPS as there is in idtech3.
4: Development may seem to be backwards as to how a game is traditionally made but the hard part of of deciding the game play and mechanics has already been worked out with 4.2 as well we have a large collection of FS owned assets ready for conversion so with the ability to sandbox using plug-ins content can work in parallel with code.
As for the game physics Barbie has a much harder job as content can be made to look but it takes the code to get the feel. ;)
doing "stuff" with dead things.