• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Cover system basics (How to move along a wall)

2 posts in this topic

I'm currently trying to implement a kind of cover system for a project of mine using the UDK.
Regardless of you guys knowing how the unreal script works the answer to my question should not depend on the development environment.

What I currently have is a check (ray trace) if my character collides with a wall.
Where I get the hitLocation and the hitNormal out of that.

Currently I do:

myLocation.Z = WallHitLocation.Z;
myLocation.Y = WallHitLocation.Y;

Which obviously does not work since I need to move along the wall but this does only work for moving my character along the Z and Y world axis.
Is there some math to let me move along the wall, having stuff like the wall's normal ?

Also a second question considering cover systems. If I want my character to overcome an obstacle that he's been hiding behind. How would I translate that to the actual change of character position? Do I have to mathematically define some kind of spline with controlpoints from my location to the location behind the cover and then interpolate this position during the animation? Edited by lipsryme

Share this post

Link to post
Share on other sites
Typically you'll want to use a low-res world collision mesh that's separate from the high-res visible world mesh, so that you can put a lot of detail into the world without complicating your collision or making it prohibitively expensive.

When you do your ray trace, it should return which surface was hit, along with the normal/binormal/tangent of that surface (either directly as part of the ray trace result, or indirectly by allowing you to look up data on the returned surface reference). If your simplified collision mesh is all axis-aligned surfaces, then the movement math is really simple.

As far as moving over cover, most games use the simple approach of having all your cover be a fixed height, and then designing animations with that standard height in mind. The animation handles moving your physical character.

Share this post

Link to post
Share on other sites
So what I could do is somehow move my character along the tangent, that I calculate from the hitNormal ?

Update: the movement seems to work, but I'm still having a hard time trying to limit the movement while on the wall.
Update2: I think I've got it:

The problem I had was that I was calculating the tangent wrong. What I do now is just do a cross between the hitNormal and a forward vector on the z axis. Edited by lipsryme

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0