Hello guys! Just want to show off here something cool I created. A cool HeadShots Counter for the Special Ops Mode.
The basic tech behind it is very simple.
On the UnrealScript Class that control the enemy behaviour, I created a boolean variable called HeadShot. Then on the TakeDamage Event of the enemy UnrealScript Class I created a small function to detect which bone of the skeleton was hit by the weapon projectile (in case Head and Neck Bones).
So whenever the weapon projectile hits the Head or Neck Bones, the boolean variable HeadShot is set to true (it begins the code as false).
And then on Kismet there is a node which can read object properties (variables). So I simply added this node to read the variable HeadShot value, and if its true, I made increment in 1 another variable (kismet variable) which is the HeadShot Counter. So that means, each time the player shoots the head of the enemy. the HeadShot Counter will increment in one, so the player performs 3 headhsots on the enemy, the HeadShotCounter will be 3.
Next step is add another counter to count total number of enemies on map. It begins by counting all enemies an add them to an array, and then add an event (Enemy Death), and each time this even occurs, one enemy will be removed fromt the array (ObjectList). So whenever this array becomes empty, that means we killed all enemyes. And after killing all the enemies, then we go there and check for the value of HeadShotsCounter variable. If I want the player to perform at least 10 HeadShots, I need to check if this variable is >= (bigger or equal) than 10. If yes, then the mission is accomplished. If it is < (less) than 10, then mission failed.
In this small video I show some cool and custom pickup items I created for the #Multiplayer mode, in the best style of #RetroFPS and Classic #FPSGames like @Quake and @DOOM. Also you can see the finished HUD for Multiplayer.
From since my last update about the Weapons, I have done basically two things.
I created a new custom AI Class especially for knife kills game mode. Now you can approach the enemy from behind without being spotted, however, if you touch the enemy, or stay a long time behind him, he will realize it and shoot at you. This was done mixing Kismet (the Blueprints of UE3) with UnrealScript. I even created a custom field of view to the enemy using a trigger volume.
Also, I am remaking the Knife Kills System, with updated character animations and a brand new camera animation, on the best Mortal Kombat X style. It even has the X-Ray effect!
I was thinking on releasing those test maps (with blue/white checkboard) from since last week, for people test the game, however, I think that these don't reflect the final game quality and may even harm this project.
As I said before, I will ask a very small value (something like U$ 2.00) for each episode, because I am in strong need to earn some profit (my financial conditions are very bad at the moment). So it's for that reason that I prefeer release each episode on it's complete state, with fully textured maps, animations, mission objectives, and so on, for making this game worth the price. I know that even for a small price like this, people want a complete product, a fully working game, not just a "developer" bugged version of the game.
I hope you all understand the reason why I delayed a while the release of this game.
Thanks guys for all this support and interest on my game.