Right, I've been doing some coding, and lately I've coded up a Single Player Framework.
I don't really know how to describe it other than it gives modders an out-of-the-box single player structure to build single player mods with! It's not a reconstruction of Unreal's SP structure but it's pretty similar.
Here are the features:
I'm hoping to add transition support, so that you keep inventory and other attributes when "teleporting" to a new map, and if you have any ideas (I'm in a coding frenzy mood, so give me ideas now!) for more features that should go into the framework, let me know!
I'll finish off with some screenshots. (Click to view full size versions)
Below: The ingame messaging system.
Below: A destroyable object (door) before...
Below: Annnd after!
Below: The effect of a Blinder (inventory item). Ouch!
Any comments/questions/feedback/ideas? Post 'em!
I don't really know how to describe it other than it gives modders an out-of-the-box single player structure to build single player mods with! It's not a reconstruction of Unreal's SP structure but it's pretty similar.
Here are the features:
- Fully working audio triggers which work online and can be configured to affect all players or just one.
- Checkpoint system! (something Unreal lacked). You can disable previous player starts and enable new ones, meaning a fully working checkpoint system.
- Skill system. You can gain skills which then affect you permanently unless you reinstall. The ones I have now are primitive - enabling dodge jumping (to get to previously inaccessible places, perhaps?), extra health, jumping height and faster weapon firing.
- Keycard system! Pick up a corresponding keycard and you can use the door panel. If you haven't got the keycard the door panel will let you know.
- Player messaging. Quick and efficient. Can choose either console or critical (blue text) messages.
- Triggered monster spawning. This stops the engine's resources getting bogged down since monsters are only spawned when and where they are needed.
- Destroyable objects! Doors, frames, random decorations, you name it. Anything that is a static mesh can be used as a destroyable object.
- Health Stations - recover some health at these, but you can only use them a limited number of times.
- Ingame messaging system. A bit like Unreal's translator except it's more futuristic, using the lovely blue UT2004 interface.
- Inventory system. Not quite as easy to code as simply adding inventory items as pickups, but it works nonetheless. The items I currently have are: Suit Light, Blinders, Stealth Power. You can pick up extra fuel or stocks for each item too.
- Everything works online! Cooperative play was taken into account right from the start, so everything is designed to work online properly.
- Shop system. You have credits (of course you can collect more) and can buy various weapons and stock up on inventory and health.
- Hackable devices! You have to stand by the device to continue hacking it. Once it's hacked you can then use it.
- Music tracks will come with the download for certain situations, usually described in the title.
- Transition system - your weapons and inventory status are saved as you are transferred to the next level, just like in Unreal!
I'm hoping to add transition support, so that you keep inventory and other attributes when "teleporting" to a new map, and if you have any ideas (I'm in a coding frenzy mood, so give me ideas now!) for more features that should go into the framework, let me know!
I'll finish off with some screenshots. (Click to view full size versions)
Below: The ingame messaging system.
Below: A destroyable object (door) before...
Below: Annnd after!
Below: The effect of a Blinder (inventory item). Ouch!
Any comments/questions/feedback/ideas? Post 'em!
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