





Moderator: Mister_Prophet
I don't think there is enough games with interesting melee combat like that!Mister_Prophet wrote:If we get the melee just right, it will be.
That's more of a placeholder right now. The site was made without a deadline in sight, so we put that there for when RD (then, our only ongoing project) got released and we needed to explain how to use all our custom "stuff" to mappers and modders curious to try. Obviously this will extend to Dead Cell tech, and things released with that mod. So basically, any question anyone has about using any of our assets will be placed there.Jet v4.3.5 wrote:First I wanted to ask about any technical sections you might supply users in the future, either for questions on upcoming new features that are to come with DC and later iterations of RN projects (which will later become a tech help thread or something after DC's release) and also about the little page on the RN site concerning the technology in question that reveals nothing but a few interesting pictures and asks for a member login.
Well...the plan is to handle this solely through actors, either via special end/entry level actors (which will replace teleporters) or some kind of global actor. The way I want to do this is that the "default" loading screen will say "LOADING" or some other text with the option to color code it. There will be a space for a mapper to add screenshots (either from MyLevel or another custom .utx) that will fill the screen with the text, and people can do with this however they like (even use an animated texture). Other options we will probably look into include is an optional true/false value for if you want to make the player have to press a key to get out of the loading screen and begin the next section or to make the loading transition end automatically (this is in case mappers want to use transitional images to post hints or information about the next area). I won't really have a final answer on this until DC is in beta, but these are basically the kinds of things we will put into the first version of this system. I'll have a more complete list of features for release or during beta. It's also the kind of thing that will appear on the Tech section of the site.Jet v4.3.5 wrote: Okay, now to my questions on the tech and upcoming content itself. Most are minor but concern the customization one might be able to make with some of the features we've been made aware of.
1) On the whole, how can one customize their transitions from sublevel to sublevel? Things like how the loading screen looks and works specific to a given project's needs. Can they be a simple screen freeze while the level loads without any other visible signs of level travel? Can there be different types of loading screens aside ones that identify the upcoming area of the given location? How will these "default" level screens be customized in general?
With Dead Cell we will only be introducing DC pawns and a custom .u that is separate from DC but included for mapper's convenience that has alternate versions of all the Unreal pawns. All this will do is include slots for each Unreal pawn to be equipped with a shieldbelt (with color options) and a feature from DC called "carcass skin," which includes a slot for a custom skin to be played on an enemy carcass when killed (for example, blood). This is a pretty straightforward thing, and it might get some more tweaking come beta. Granted, the extent of damage/combat for DC is not final, so this package might get more additions by the time we go beta.Jet v4.3.5 wrote: 2) [Creatures]-Firstly, I wanted to know about what these new pawn options do. When you say give pawns shield belts, do you mean something similar to what ONP did, just with other types of inventory. And I'm also curious about the carcass settings you mentioned since I don't quite understand what this could be used for. Basically, what would be a good line to use to describe these pawns compared to their original counterparts? What pluses are there in these that add to the whole of RN tech, even if they're just for pawns?
This is the kind of thing I'll have to explain down the road when we're closer to beta, or even when we release. It's also the kind of thing that will appear on the Tech section of the site. All I can say now is that more actors can be used to dictate the actions or appearance of pawns, and behaviors for individual pawns will be similar to how they are now...only they will actually work and have very noticable changes.Jet v4.3.5 wrote: 3) [Characters/Bot Replacers]-What's up with these so far, and (how) can we use them in our own projects? With customizable behavior that works for SP, how much is customizing these down to code/property changes, and for the latter, I'd like to refer the Qtit's computer actors, which require setting up multiple fields in the properties themselves (not too hard but a bit more hard core than most actor's properties)?
Are you asking me if the things we're doing with the human character's in Dead Cell be portable to Unreal creature pawn? Yes. In fact, it will be easier because the Unreal creature classes are all based on models that already exist, whereas our human characters for Dead Cell are being made specifically for DC and take more time.Jet v4.3.5 wrote: 4) [Beasts and Men]-This is more for both the creatures and character pawns. This is a very simple and brief question. Mainly what I'm asking here is, with the character pawns, are there ways of making creature characters and how would they be done, if at all?
You will be able to use everything we do in DC. That's the point of us going through all this trouble to emphasis user availability.Jet v4.3.5 wrote: 5) [Melee!!]-Not so much of how this will work, though I do have one question, but will we be able to use this too? Also, what is your intent concerning this system's functionality from simple weapons like fists, spiked clubs, and sledge hammers, to large weapons like some you've mentioned in the FAQ, and with how many adversaries can one engage with this system? And to top it off, can one go against a melee-wielding opponent with a gun and vice-verse if one chooses?
I don't remember what conversation you're referring to exactly. But if you're talking about what I THINK you're talking about, I don't want to release something where a mapper or modder has to rely on Dead Cell's gametypes to use Dead Cell's assets, so we'll have "clean" gametypes for basic Single Player that can use DC's stuff without our HUD, ect.Jet v4.3.5 wrote: 6) [Game Types]-Um, yeah, you mentioned in another topic that there will be gametypes available with DC. Wanting to be clear on that matter, what purposes do these gametypes serve exactly and why would some want to use any of them in particular?
Mister_Prophet wrote:The Melee system in Dead Cell...well, look. This system isn't being tested for, let's say, use in the Unreal campaign. Or Xidia. Or any preexisting SP using standard, or near-standard Unreal gametypes and enemies. It's important that people realize this. Dead Cell is essentially a series of duels, so the nature of our combat is very particular. Modders and level designers wishing to use our melee system (or ANY system made specific to DC) needs to be aware of these facts. I can tell you that DC pawns will react on a one-on-one situation with the melee system and fight you accordingly. I can't tell you that you can use a DC sledgehammer in RTNP and expect basic Unreal pawns to recognize a combat system they weren't coded/scripted for. If you want to use our Melee weapons than you also have to use pawns that know how to behave with them.
Will such pawns be capable of Melee combat? For example, Krall able to do some form of blocking with their staves?Mister_Prophet wrote:With Dead Cell we will only be introducing DC pawns and a custom .u that is separate from DC but included for mapper's convenience that has alternate versions of all the Unreal pawns.
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