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Looking for UDK Scripter - Paid Position (Forums : Recruiting & Resumes : Looking for UDK Scripter - Paid Position) Locked
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SAAj
SAAj Never Say Never
May 18 2010 Anchor

I'm looking for someone who is experienced with fairly large environments in UDK to put together a simple prototype that will emphasize pathing. It will be from a first-person viewpoint with static models, so no animation will be needed. The primary goal is to create a fluid and intelligent pathing system that can identify and choose how to deal with randomly-generated obstacles instead of relying on pre-scripted inputs (such as those used in Mirror's Edge). It will be assembled in multiple parts.

Part 1: The player must reach an endpoint which is blocked by 3 obstacles: a tree, a rock, and a low-hanging branch. The order in which these obstacles are placed is randomly generated; the pathing system must be able to identify each obstacle and decide how to get around it. The tree must be sidestepped, the rock must be jumped over, and the branch must be ducked under. Furthermore, the player must receive inputs (left or right to sidestep, up to jump, down to duck) as the obstacles are approached, similar to the timed button presses in DDR, Guitar Hero, etc., which must be executed properly within certain time frames to clear the obstacles.

This part of the prototype establishes the backbone of the pathing system and inputs.

Part 2: The player must reach an endpoint which is blocked by 3 obstacles: a low hurdle, a moderately high hurdle, and a high hurdle. The order in which these obstacles are placed is randomly generated; the pathing system must be able to identify, based on the character's level, which hurdles can be jumped and which must be sidestepped. The character will gain experience per step taken, so that all the hurdles can eventually be jumped.

This part of the prototype establishes character level and obstacle level properties, and how they relate to pathing.

Part 3: The player must reach an endpoint in the center of an arena; the arena is littered with random obstacles. The player starts out at the outer edges of the arena and can freely choose the entry point. The pathing system must be able to plot as direct a course as possible from the point the player chooses to enter along the arena's outer perimeter to the endpoint in the center, actively traversing whatever obstacles happen to be in the way.

This part of the prototype establishes the free-form nature of the pathing system.

Ultimately, this will be applied to an open-world game in which you can click on any point on the map to auto-path your character; you simply have to execute the necessary inputs as your character navigates toward the chosen endpoint. As the player's level increases, previously-inaccessible parts of the world will open up, until the entire world is explorable. There will also be a mechanic dealing with the use of a mouse-look function to identify obstacles, forcing the player to be situationally aware and look ahead for potential obstacles instead of just running blindly (an input for the obstacle will not appear until the cursor has 'looked' at the obstacle). For now, however, the basic mechanics in parts 1-3 should be sufficient.

I can pay $100 upon completion of the first two prototypes, and another $100 on completion of the third. I know it's not a lot, but if the results are satisfactory, there will be more where that came from. Please PM me or direct inquires to senorali@gmail.com.

Edited by: SAAj

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