My great and long time friend O_and_N
Thanks for the feedback.
Yes, after the complain of many players, I decided to reduce the damage the bullets cause, and at the same time I reduced enemies health, so that means, the player needs to take a lot more bullets to die, while the enemies, depending on the weapon you are using, from 2 to 3 shots are enough for killing them.
About the knife kills animations, yes, for this specific map I dropped it, because, after a lot of testing, I realized that on closed environments, indoor maps like this one, the knife kills camera is so buggy. In example, if you perform a knife kill inside a tigh corridor, the camera will move outside the level geometry, which is not good.
For this reason, I will be adding the knife kills animations on the challenges mode, just like the first demo (headshots).
For each campaign map, I will make a challenge mode version of the map, on which the player’s objective is to earn rankings.
I already have a very good and open outdoor map which is perfectly for the knife kills.
This map you played on the updated demo, I will revamp it adding many new 3D assets and adding complete new mission objectives and make it the 3rd campaign mission. And the challenge version of this map will be for headshots (I think it is a good fit).
I plan to make many challenge missions, like Kill as many enemies using a rocket launcher, survive enemies wave by taking cover on sandbags and using just a makarov pistol, kill as many enemies using a molotov weapon, kill all enemies on the map using the knife kills combo, using a sniper, and so on.
About the medical pack respawn, yes, I added a kismet sequence to self destroy each health pickup actor after being picked up, to compensate that I reduced the game’s difficulty.
About adding 2k and 4K resolutions, no bro, it will be a lot of work for me, having to make each asset’s textures on HD version, also having to make all the Flash Scaleform assets in 2k and 4K will be a lot of work.
On my workflow, all the assets are the same on all 3 versions, PC, PS3 and Xbox360. The only difference, is about lightmapping resolutions. On some maps, especially bigger ones, I made a specific version for consoles, on which I reduce the lightmapping resolution of some assets on the map, so the final map overall file size, after light building, is under 50MB.
Untill now, just one map of the campaign has a console version, but this one you played on the infiltration demo is the same for PC, PS3 and Xbox360.
And on these consoles, the game runs smoothly at 60 fps, even on Split Screen Multiplayer. The secret is Precomputed Visibility Volumes, which is mainly used for iPhone Games built with UDK, but I am using for all, PC and Consoles.
And just some behind the scenes info, all this gameplay was entirely done in Kismet, however, as I learned how to call Kismet Remote Events in Unreal Script, this opened a whole new door for me, and many new gameplay ideas.
In example, if you shoot using the rifle, the alarms will be triggered making the mission fail.
It’s just because on the M4A1 Weapon Class, inside the fire sequence, I added this function to call the Remote Kismet Event on the map which triggers the alarm and fails the mission:
local array<SequenceObject> AllSeqEvents;
local Sequence GameSeq;
local int i;
GameSeq = WorldInfo.GetGameSequence();
if (GameSeq != None)
{
// find any Level Reset events that exist
GameSeq.FindSeqObjectsByClass(class'SeqEvent_RemoteEvent', true, AllSeqEvents);
// activate them
for (i = 0; i < AllSeqEvents.Length; i++)
{
if(SeqEvent_RemoteEvent(AllSeqEvents*).EventName == 'MissionFailedNoise')
{
SeqEvent_RemoteEvent(AllSeqEvents*).CheckActivate(WorldInfo, None);
}
}
}
About the silencer pistol, yes, that laser is just a 3D cilinder I added on the pistol model, just for the cosmetics, and I think this confuses the player, because players, by instinct, will try to focus on the laser direction, instead on the crosshair. I think I may remove that laser, as it doesn’t have any function, except cosmetic. I was inspired by metal gear solid’s pistol
About the Multiplayer Map, yeah, that was just a fast map I did build for players having a taste of it. For the final game, I will use the same campaign maps, with different versions (night, morning, afternoon) for the multiplayer.
That desert will be the Mission 7 of Campaign Mode, but I will add many 3D assets on it, like military tent, barrels, fences, and so on.
I also plan to add driveable tank on this map for multiplayer mode.
Cheers and thanks for the feedback.