This modification originally started out as a Defense Of The Ancients clone for UT2004, but a lot of game design elements had changed over time that it started to become its own game. I am currently actively prototyping this game within RoboBlitz, and it is actually working already (with multiplayer), unlike most other Unreal Engine 3 modifications which are all in 'pre-production' phases. It is possible that two versions of this game will exist, one for RoboBlitz and one for Unreal Tournament 3. The game is heavily team based and takes a new form of cover tactics. where as most other cover games are based on the fact whether players are in cover or not, this game looks from the perspective that players are always in cover but to what extent are they in cover? Mixed with a skill system, onslaught like map node system ... I hope this game will be unique enough to stand out against all the other mods out there.

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[ Screenshots ] Development screenshots (Games : Unreal Tournament 3 : Mods : ProjectX : Forum : General : [ Screenshots ] Development screenshots) Locked
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May 20 2007 Anchor

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Screenshot taken on the 5th of May, 2007.

- Targeting reticle is programming and working. We now have use of a dynamic decal actor which mappers can also in their maps. They work similar to the projections in UT2004, but they don't get affected by FOV as much as UT2004. You also can specifically choose what they can and cannot attach themselves onto. Its useful for lots of things, not really lighting (as you use light functions for that) but mainly things like posters, bullet holes etc. Dynamic use could be for moving message ... but I am sure the mappers will be more creative with it.

Edited by: SSnake

May 20 2007 Anchor

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Screenshot taken on the 6th of May, 2007.

- Mouse targeting with selection brackets is coded. The selection brackets will be in different colors depending on the object your hovering the mouse over. A gray box at the right hand corner (will shift into the other corners, depending on where the mouse is) will provide descriptive information about the mouse target.

- Prototype of the cover indicator is working. The initial idea was to show areas of vulnerability by doing a radial scan around the player.

May 20 2007 Anchor

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Screenshot taken on the 7th of May, 2007.

- Cover indicator prototype was scraped and a new version was created. Instead of doing a radial scan, I do a scan of the area and show areas of potential danger instead as indicated by the red circular things.

- Basic AI controller turrets

Edited by: SSnake

May 20 2007 Anchor

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Screenshot taken on the 8th of May, 2007.

- Cover indicator revised to a smaller version instead.

May 20 2007 Anchor

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Screenshot taken on the 13th of May, 2007.

- Minimap added with a player icon.

- Skill HUD elements also added. This made it easier for players to be able to see where their skills were distributed on the maps, as well as their status at a quick glance.

May 20 2007 Anchor

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Screenshot taken on the 20th of May, 2007.

- Minimap updated to show links between the strategic points.

- Code developed for strategic nodes, and the gametype.

May 27 2007 Anchor

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Screenshot taken on 27th of May, 2007

- Base node started, with link setup code done.

- Basic AI created, following the player. Just a quick stab, didn't have a lot of time tonight. Accidental man train behaviour!

May 30 2007 Anchor

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Screenshot taken on 30th of May, 2007

- Strategic point are now be 'capturable', as part of the game design document

- Some more minimap code was done to support the strategic node system a bit better

I'm still debating on the need of a minimap to be honest. I think I am wanting to remove it all together since the view acts like a minimap as it is..., except that the view isn't as clear. Maybe a minimap toggle will be more useful...

Jun 8 2007 Anchor

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Screenshot taken on 9th of June, 2007

- Some more AI code added with fixes to the team code

- Minimap relegated to a toggle instead so it didn't take up screen real estate

- Whole bunch of other code tweaks

Jul 9 2007 Anchor

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Screenshot taken on 09th of July, 2007

- First render of control zones. The lines are z-buffered a long with the scene, but causes problems with the post rendering filter unfortunately.

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Screenshot taken on 9th of July, 2007

- Alternative render of control zones. The lines are drawn on the canvas this time, but overlap with the scene, and it doesn't look as clean unfortunately. There is also problems when the lines get out of the view frustrum and are their screen positions are calculated incorrectly.

Mmm I don't think either of these will be used in the build. I mainly did these as tests as this is the method that most games use to represent control zones. I will try to see if I can come up with an alternative method(s).

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