So I've finally managed to make some headway with script though I'm still in the process of learning, the only way I can do this though is by following exactly what the tutorial is doing step by step and rewinding it until I understand the principles involved even if I don't get how they can be incorporated into the game but I suppose that comes later. this is what I have been doing so far.
s overview extends Object;
// variables
byte // A single-byte value ranging from 0 to 255
int // A 32-bit integer value
bool // A boolean value - true or false
float // A 32-bit floating point number
string // A string of characters
// Variable Declaration
var bool MyBool; // Declaration of a Bool variable
var bool MyBool1 = true; // Declaration of a bool initialized to 'true'
var () bool MyBool; // Declaration of a Bool that will be editable in the default category
var (MyCategory) bool MyBool; // Declaration of a Bool that will be editable in the specific category
var int SomeValue; // Declaration of an integer variable
var int SomeValue = 12; // decl;aration of an integer variable initialized to '12'
//////////
//Array
var int MyArray[20]; // Declares an array of 20 ints
var bool MyArray2[4]; // Declares an array true or false
///////////////////////
//Variables - Advanced
//Declaring an Enumeration
enum GameDeveloper
{
GD_Artist, //0
GD_Designer, //1
GD_Programmer, //2
GD_Audio, //3
}
//Using Enumerations
var GameDeveloper NewDeveloper = GD_Designer; // 1
if ( NewDeveloper == GD_Artist )
{
// Call some function...
}
if else ( NewDeveloper == GD_Designer )
{
//Call some other function...
}
//Using Structures
var ElementTypeRating MyStats;
MyStats.Fire = 50;
MyStats.Air = 25;
MyStats.Water = 0;
MyStats.Earth = 10;
GenerateAbility (MyStats );
ApplyFireDamage ( MyStats.Fire );
//////////////////
//Flow Statements
//If Statements
if ( MyStats.Fire < 25 )
{
// Small Fireball
}
else if ( MyStats.Fire < 50 )
{
// Med Fireball
}
else if ( MyStats.Fire < 75 )
{
//Large Fireball
}
else
{
//Toast
}
As far as deign work goes I've worked a little on the antagonist for the game and made a few decisions about what I want for the look of the character which will eventually inform the movement and animations of the model when I get around to that part an example of this is the decision to make the enemy an mid range gun unit rather than a melee unit, the reason for this is just to make the animations more doable though I'm still going to have to learn how to create damage inflicting gunfire coming from that unit , I think it'll be a case of finding the right tutorials.

here are some of the ideas I had in mind when drawing these:
The Matrix robots

Arco flagellant
Terminator

bleach Hollows


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