Currently working on my first game involving animation. I am working on a tank game, with some simple AI and split screen coop and pvp. I am going to start out with the most simple parts of the game and refining it with more complex physics and eventually the multiplayer portion.
So, first part will be simple tank without suspension, some missions that involve killing AI. Hitboxes for crew and modules can be damaged and will determine whether the tank is knocked out. A couple different ammo types, other missions. I can get this done right now with the skills that I have.
First question. I can do this all in C++ I think, but what should I do it in? I am assuming blueprints are easier to use? Where would using C++ make the game better? I am assuming definitely for shell trajectory and penetration calculation?
Then I am going to introduce suspension. I can make a collision model for the tank and tracks, and create a suspension model that works within blender, with a higher poly model over it, and then the high poly normal. Can I import this into unreal? How do I do this, or is it better to import an earlier stage of the model into unreal and do the work from within there?
After that, I am going to try to implement these features. Would like to know which ones I should start with, I want to go in whichever order is easiest. Not much questions, but I could use recommendations
Both one and two would require a separate level that would allow for modifications, and would require the game to create new files and document them in a way that a player could recover them.
1 Implementing a point system for different modules. Allowing modules to have certain stats improved for additional points, and certain stats being lowered to compensate. For example, more durable ammo rack with lower reload, or higher shell penetration for less damage.
2 Implementing a system to modify the hull and turret of a tank. Tracks can’t be changed very much, except for bringing them closer or farther away from the hull and increasing length in a way within track increments to avoid mix ups., but module layout can be modified as long as a (assuming a boolean) check determines that the entirety of the modules volume is within the hull object. The hulls and turret armor thickness can be modified in the low res model, with a change in weight and center of gravity. Hull shape can be modified to a certain degree by making changes to the low res model. Players can import watertight hull and turret models into the game within certain technical specifications, and have low poly collision meshes assigned to them. Volume can be calculated. Changes to the performance of the tank is displayed immediately after changes are made.
3 Supporting multiplayer split screen gameplay, using console controllers hooked up to one PC, PC hooked up to projector. System for keeping track of player scores.
4 Supporting gameplay through internet connection. Have very little networking experience.